gaming machines

The gaming machine addresses the lack of unpredictable changes in existing machines by incorporating dynamic decorative pattern variations and lottery outcomes, enhancing player engagement through unpredictable gameplay.

JP7813443B2Active Publication Date: 2026-02-13SANSEI R&D KK
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Patent Information

Application Number
JP2025012558
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-01-29
Publication Date
2026-02-13
Estimated Expiration
2045-01-29

AI Technical Summary

Technical Problem

Existing gaming machines lack the ability to execute interesting performances with unpredictable changes, failing to captivate players with dynamic and engaging gameplay.

Method used

A gaming machine equipped with a display area, winning/losing lottery means, performance execution means, storage means, hold control means, and presentation mode setting means, featuring a specific presentation mode where decorative patterns and hold displays are dynamically varied based on winning/losing lottery results, with stored pre-variation information and controlled hold displays to create unpredictable changes.

Benefits of technology

The gaming machine achieves engaging and unpredictable effects, enhancing player interest and enjoyment through dynamic decorative pattern variations and lottery outcomes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of executing an interesting performance causing an unpredictable change.SOLUTION: In a game machine, it is a normal that both of a number shown by a reservation display A and a number shown by a reservation display B match the number of pieces of winning / losing lottery information before variation stored in storage means in a specific performance mode, and disagreement of the number shown by the reservation display B with the number of pieces of winning / losing lottery information before variation stored in the storage means can occur as an event advantageous to a player although the number shown by the reservation display A matches the number of pieces of winning / losing lottery information before variation stored in the storage means in the specific performance mode.SELECTED DRAWING: Figure 37-2
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] A well-known effect (spot the difference effect) is that two identical images are normally displayed in a display area, and if an error occurs between the two images, a big win occurs (see, for example, Patent Document 1 below). [Prior art documents] [Patent documents]

[0003] [Non-Patent Document 1] Gendai Agency Co., Ltd. Pachi7 P Aria the Scarlet Ammo ~The Scarlet God Descent~ Lucky Trigger Ver. "Reki Mode Performance"<https: / / pachiseven.jp / articles / detail / 19651#80> Summary of the Invention [Problem to be solved by the invention]

[0004] The problem to be solved by the present invention is to provide a gaming machine capable of executing an interesting performance in which unpredictable changes occur. [Means for solving the problem]

[0005] The gaming machine according to the present invention, which has been made to solve the above problems, A display means having a display area (for example, a display device 91 having a display area 911 shown in FIG. 1, etc.), A winning / losing lottery means for performing a winning / losing lottery based on winning / losing lottery information acquired when the gaming ball enters the starting area; A performance execution means for executing a variation performance from when the decorative pattern displayed in the display area starts to vary until it stops in a manner according to the winning / losing lottery result; A storage means for storing a predetermined number of pieces of the winning / losing lottery information (hereinafter referred to as pre-variation winning / losing lottery information) for which the variable performance has not yet started for the corresponding winning / losing lottery result; A hold control means for controlling a hold display (for example, the pre-change display 72 shown in FIG. 2) displayed in the display area; a presentation mode setting means for setting one of a plurality of presentation modes; Equipped with A specific presentation mode (for example, a spot the difference mode shown in FIG. 24) is provided as one of the plurality of presentation modes, In the specific performance mode, decorative pattern A and decorative pattern B are displayed as the decorative pattern, and hold display A and hold display B are displayed as the hold display, The decorative pattern A and the hold display A are displayed in a display area A that is a part of the display area, and the decorative pattern B and the hold display B are displayed in a display area B that is another part of the display area (see, for example, FIG. 37(a)). In the specific performance mode, the number indicated by the hold display A and the number indicated by the hold display B are both normally the same as the number of the pre-variation winning / losing lottery information stored in the storage means (see, for example, Figure 37(a) and Figure 37-2(a)), In the specific performance mode, the number indicated by the hold display A matches the number of the pre-variation winning / losing lottery information stored in the storage means, but the number indicated by the hold display B does not match the number of the pre-variation winning / losing lottery information stored in the storage means. This may be an event advantageous to the player (see, for example, Figure 37-1 and Figure 37-2(b)). A gaming machine characterized by: [Effects of the Invention]

[0006] The gaming machine according to the present invention is capable of executing interesting effects that cause unpredictable changes. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2]A diagram showing decorative patterns and reserved patterns displayed in the display area. [Figure 3] (a) is a diagram to explain the game state (transition of game state), (b) is a diagram showing the distribution of jackpots obtained after the first winning / losing lottery, and (b) is a diagram showing the distribution of jackpots obtained after the second winning / losing lottery. [Figure 4] A diagram to explain the display modes of the pre-change display and the change-in-progress display. [Figure 5] FIG. 10 is a diagram for explaining types of specific suggestion images. [Figure 6] A figure showing an example of a specific suggestion effect executed during a specific reach effect. [Figure 7] FIG. 10 is a diagram for explaining specific example 1-1. [Figure 8] FIG. 10 is a diagram for explaining specific example 1-3. [Figure 9] FIG. 10 is a diagram for explaining specific example 1-5. [Figure 10] FIG. 10 is a diagram for explaining a specific example 1-5 (an example different from FIG. 9). [Figure 11] FIG. 1 is a diagram (part 1) for explaining specific example 1-6. [Figure 12] FIG. 10 is a diagram (part 2) for explaining specific example 1-6. [Figure 13] FIG. 10 is a diagram (part 3) for explaining specific example 1-6. [Figure 14] FIG. 10 is a diagram for explaining specific example 1-8. [Figure 15] FIG. 10 is a diagram for explaining specific example 1-9. [Figure 16] FIG. 11 is a diagram for explaining specific example 1-11. [Figure 17] FIG. 10 is a diagram for explaining specific example 1-12. [Figure 18] FIG. 10 is a diagram for explaining specific example 1-15. [Figure 19] FIG. 10 is a diagram showing a customization screen. [Figure 20]10A is a diagram showing the reliability for each setting of pre-change display customization, and FIG. 10B is a diagram showing the reliability for each setting of change display customization. [Figure 21] FIG. 10 is a diagram for explaining specific example 2-2. [Figure 22] FIG. 10 is a diagram for explaining specific example 2-3. [Figure 23] FIG. 10 is a diagram for explaining specific example 2-4. [Figure 24] FIG. 10 is a diagram for explaining an overview of a spot the mistake mode. [Figure 25] This figure shows the "differences" (suggestive effects) that can occur between effect image A and effect image B in the spot the difference mode, divided into those that occur in the background (background suggestive effects) and those that occur in the decorative pattern (pattern suggestive effects). [Figure 26] This is a diagram to explain the pattern suggestion effects (special changes in decorative patterns) that can occur due to difference occurrence fluctuations. [Figure 27] FIG. 10 is a diagram for explaining specific example 3-1. [Figure 28] FIG. 10 is a diagram for explaining specific example 3-8 (an example in which a pseudo-stop occurs as a special change). [Figure 29] FIG. 10 is a diagram for explaining specific example 3-8 (an example in which a color change occurs as a special change). [Figure 30] FIG. 10 is a diagram for explaining specific example 3-8 (an example in which a change in fluctuation direction occurs as a special change). [Figure 31] FIG. 10 is a diagram for explaining specific example 3-8 (an example in which a display position change occurs as a special change). [Figure 32] FIG. 10 is a diagram for explaining specific example 3-8 (an example in which a display position change occurs as a special change). [Figure 33] FIG. 10 is a diagram for explaining specific example 3-8 (an example in which sudden erasure occurs as a special change). [Figure 34] FIG. 10 is a diagram for explaining specific example 3-8 (an example in which a reach is achieved as a special change). [Figure 35] FIG. 10 is a diagram for explaining specific example 3-9. [Figure 36]FIG. 10 is a diagram for explaining specific example 3-12. [Figure 37] FIG. 10 is a diagram for explaining specific example 3-13. [Figure 37-1] This is a diagram to explain specific special conditions that can occur in the spot the difference mode (specific presentation mode). [Figure 37-2] This is a diagram to explain a specific special state (an example different from Figure 37-1) that can occur in the spot the mistake mode (specific presentation mode). [Figure 38] 10 is a diagram for explaining a normal image effect S (normal character image S). FIG. [Figure 39] 10 is a diagram for explaining a specific image effect S (specific character image S). FIG. [Figure 40] FIG. 10 is a diagram showing an example of a finalized image. [Figure 41] FIG. 10 is a diagram for explaining specific example 4-1. [Figure 42] FIG. 10 is a diagram for explaining specific example 4-4. [Figure 43] FIG. 10 is a diagram for explaining specific example 4-7. [Figure 44] FIG. 10 is a diagram for explaining specific example 4-8. [Figure 45] FIG. 10 is a diagram for explaining specific example 4-9. [Figure 46] FIG. 10 is a diagram for explaining specific example 4-10. [Figure 47] FIG. 10 is a diagram illustrating the normal back button effect. [Figure 48] FIG. 10 is a diagram illustrating the special back button effect. [Figure 49] FIG. 10 is a diagram for explaining specific example 5-1. [Figure 50] FIG. 10 is a diagram for explaining specific example 5-3. [Figure 51] FIG. 10 is a diagram for explaining specific example 5-4. [Figure 52] FIG. 10 is a diagram for explaining specific example 5-5. [Figure 53] FIG. 10 is a diagram for explaining specific example 5-6. [Figure 54]FIG. 10 is a diagram for explaining specific example 5-7. [Figure 55] FIG. 10 is a diagram for explaining specific example 5-9. [Figure 56] FIG. 10 is a diagram for explaining a composite effect (a composite effect that occurs in battle effect A). [Figure 57] This is a continuation of Figure 56. [Figure 58] FIG. 10 is a diagram for explaining a composite effect (a composite effect that occurs in battle effect B). [Figure 59] This is a continuation of Figure 58. [Figure 60] (a) is a diagram showing the relationship between the combination of the first attack (first selected image) and the second attack (second selected image) in battle performance A (state A) and their reliability, and (b) is a diagram showing the relationship between the combination of the first attack (first selected image) and the second attack (second selected image) in battle performance B (state B) and their reliability. [Figure 61] FIG. 6 is a diagram for explaining specific example 6-1. [Figure 62] FIG. 10 is a diagram for explaining specific example 6-2. [Figure 63] FIG. 10 is a diagram for explaining specific example 6-4. [Figure 64] FIG. 10 is a diagram for explaining specific example 6-5. [Figure 65] FIG. 10 is a diagram for explaining specific example 6-8. [Figure 66] FIG. 10 is a diagram for explaining specific example 6-9. [Figure 67] FIG. 10 is a diagram for explaining specific example 6-10. [Figure 68] FIG. 11 is a diagram for explaining specific example 6-11. [Figure 69] FIG. 10 is a diagram for explaining specific example 6-12. [Figure 70] FIG. 10 is a diagram for explaining specific example 6-13. [Figure 71] FIG. 10 is a diagram showing a first candidate image shown in the first selection part of a specific selection effect and a second candidate image shown in the second selection part (correspondence between the first candidate image and the second candidate image). [Figure 72]This is a diagram to explain the specific selection presentation (before branching to execution mode A or execution mode B). [Figure 73] FIG. 10 is a diagram for explaining a specific selection effect (execution mode A). [Figure 74] FIG. 10 is a diagram for explaining a specific selection effect (execution mode B). [Figure 75] A diagram to explain the post-event performance that is executed after a specific selection performance. [Figure 76] (a) shows the reliability of each result pattern (corresponding result / non-corresponding result) of a specific selection performance, and (b) shows the probability of a corresponding result / non-corresponding result for each execution mode. [Figure 77] FIG. 10 is a diagram for explaining specific example 7-1. [Figure 78] 7A is a diagram for explaining a specific example 7-2, and FIG. 7B is a diagram for explaining a specific example 7-3. [Figure 79] 7A is a diagram for explaining a specific example 7-4, and FIG. 7B is a diagram for explaining a specific example 7-5. [Figure 80] 7A is a diagram for explaining specific example 7-6, and FIG. 7B is a diagram for explaining specific example 7-7. [Figure 81] FIG. 10 is a diagram for explaining specific examples 7-10. [Figure 82] FIG. 11 is a diagram for explaining specific example 7-11. [Figure 83] FIG. 10 is a diagram for explaining specific example 7-13. [Figure 84] FIG. 10 is a diagram illustrating the pre-operation performance executed in the first period. [Figure 85] This is a diagram to explain the specific configuration effects ((a-1)(a-2)) executed in the second period (and the advantageous effects (b-1) / unfavorable effects (b-2) executed thereafter). [Figure 86] FIG. 8 is a diagram for explaining specific example 8-2. [Figure 87] FIG. 8 is a diagram for explaining specific example 8-3. [Figure 88] FIG. 8 is a diagram for explaining specific example 8-5. [Figure 89] FIG. 8 is a diagram for explaining specific example 8-8. [Figure 90] FIG. 10 is a diagram for explaining specific examples 8-10. [Figure 91] This is a diagram for explaining target specific effects (target specific changes that may occur during target specific effects). [Figure 92] FIG. 10 is a diagram showing the selection probability of each change pattern that can occur as a first target specific change and a second target specific change. [Figure 93] FIG. 9 is a diagram for explaining specific example 9-1. [Figure 94] FIG. 9 is a diagram for explaining specific example 9-3. [Figure 95] FIG. 9 is a diagram for explaining specific example 9-5. [Figure 96] FIG. 9 is a diagram for explaining specific example 9-6. [Figure 97] FIG. 10 is a diagram for explaining specific example 9-7. [Figure 98] 10 is a diagram for explaining a specific numerical image presentation. FIG. [Figure 99] 10A and 10B are diagrams showing examples of a small-number remaining pattern and a large-number remaining pattern, respectively, in which the numerical values ​​of the remaining images are the same. [Figure 100] FIG. 10 is a diagram for explaining specific example 10-1. [Figure 101] FIG. 10 is a diagram (part 1) for explaining specific example 10-6. [Figure 102] FIG. 10 is a second diagram for explaining specific example 10-6. [Figure 103] FIG. 10 is a diagram for explaining specific example 10-8. [Figure 104] FIG. 10 is a diagram for explaining an outline of the corresponding image presentation. [Figure 105] 10 is a diagram for explaining a mismatch state (change from a match state to a mismatch state) that may occur in the corresponding image presentation. FIG. [Figure 106] FIG. 11 is a diagram for explaining specific example 11-2. [Figure 107] FIG. 11 is a diagram for explaining specific example 11-4. [Figure 108] FIG. 11 is a diagram for explaining specific example 11-8. [Figure 109] FIG. 11 is a diagram for explaining specific example 11-12. [Figure 110] FIG. 11 is a diagram for explaining specific examples 11-13. [Figure 111] FIG. 10 is a diagram for explaining the appearance change effect. [Figure 112] FIG. 12 is a diagram for explaining specific example 12-1. [Figure 113] FIG. 12 is a diagram for explaining specific example 12-5 (comprehensive customization). [Figure 114] FIG. 12 is a diagram for explaining specific example 12-5 (individual customization). [Figure 115] FIG. 12 is a diagram for explaining specific example 12-7. [Figure 116] FIG. 12 is a diagram (part 1) for explaining specific example 12-8. [Figure 117] FIG. 12 is a second diagram for explaining specific example 12-8. DETAILED DESCRIPTION OF THE INVENTION

[0008] An embodiment of a gaming machine 1 (pachinko gaming machine) according to the present invention will be described in detail below with reference to the drawings. In the following description, the term "image" includes not only still images but also moving images, unless otherwise specified. In addition, unless otherwise specified, the following description is based on the assumption that the player plays according to instructions (i.e., the player plays normally without performing any special gameplay). Furthermore, when a phrase such as "a gaming ball enters XX (wins)," strictly speaking, it means that the sensor installed in XX has detected the gaming ball that has entered. Furthermore, when a phrase such as "when XX is operated," strictly speaking, it means that XX has been detected to have moved to a predetermined position due to the operation. Furthermore, the various values ​​(probability, number of times, etc.) described below can be increased or decreased as appropriate, provided that the changes do not result in a loss of distinctive features. In the following description, a "closed" state of various areas refers to a state in which game balls normally cannot enter the area, assuming normal game play, while an "open" state refers to a state in which game balls can enter the area, assuming normal game play (even if the game ball entrance is open, a state in which game balls cannot pass through the entrance during normal game play is considered "closed"). Also, in each diagram, elements unrelated to the features explained using that diagram may be omitted. Also, additional elements in the following description (numbers ("first," "second," etc.), various alphabets, etc.) are added to distinguish types and do not have any meaning in themselves.

[0009] <Basic configuration of gaming machine> The overall configuration of the gaming machine 1 will be briefly described with reference to FIG. 1 etc. Note that detailed description of well-known configurations will be omitted (the same configuration as that of a general gaming machine can be adopted). The gaming machine 1 includes a gaming board 90. The gaming board 90 is a structure that is roughly rectangular when viewed from the front. A gaming area 902 into which gaming balls flow down is configured in front of the gaming board 90. A well-known launching device 908 (launching handle) is provided below the gaming board 90. A player can launch gaming balls (gaming balls stored in an upper tray) toward the gaming area 902 by operating the launching device 908. The gaming balls launched from the launching device 908 reach the gaming area 902 through a passage formed by a guide rail 903.

[0010] The game area 902 is provided with various winning areas into which game balls can enter (a starting area 904, a big prize area 906), an outlet 907 (an outlet through which game balls that do not enter any of the winning areas (so-called out balls) are discharged), and the like. The game area 902 is also provided with a plurality of game pins as obstacles that change the way game balls flow down when they collide with them. Game balls flowing down the game area 902 change into various forms depending on the conditions at the time of collision with the game pins. When a game ball flowing down the game area 902 enters a winning area such as the starting area 904 or the big prize area 906, a predetermined number of prize balls are paid out by a payout device.

[0011] The gaming machine 1 is equipped with a display device 91. As will be described later, the display device 91 is a main display device having a display area 911 where decorative symbols 80 and the like are displayed. The display area 911 of the display device 91 is a portion that can be seen through an opening 901 formed in the gaming board 90. The display area 911 is positioned slightly above the height of the gaming machine 1 so as to match the line of sight of the player.

[0012] The gaming machine 1 is equipped with a speaker 65. Basically, various effects that occur as part of variable effects (described later) are accompanied by unique effect sounds that correspond to each of the various effects (the unique effect sounds are output from the speaker 65).

[0013] Note that explanations of general components such as the frame of the gaming machine 1, the structure (upper tray) that forms a space for storing the gaming balls that are shot, and the structure (lower tray) that forms a space for storing the gaming balls that overflow from the upper tray will be omitted. These components can be the same as those in known gaming machines.

[0014] The lottery for the jackpot is executed by a win / lose lottery means constructed on a control board (main control board) not shown, based on win / lose lottery information acquired when a gaming ball enters the start area 904. In this embodiment, a first start area 904a (the so-called "special chart 1" start area) and a second start area 904b (the so-called "special chart 2" start area) are provided as the start area 904. The first start area 904a is provided in a position into which a gaming ball may enter by launching the gaming ball so that it flows down the left side of the display area 911 (the left side of the gaming area 902) (performing a "left hit"). The second start area 904b is provided in a position into which a gaming ball may enter by launching the gaming ball so that it flows down the right side of the display area 911 (the right side of the gaming area 902) (performing a "right hit").

[0015] When the gaming ball enters the starting area 904, a numerical value is obtained from a random number source as winning / losing lottery information (the winning / losing lottery information obtained when the gaming ball enters the first starting area 904a is called the first winning / losing lottery information, and the winning / losing lottery information obtained when the gaming ball enters the second starting area 904b is called the second winning / losing lottery information), and if the numerical value is the same as the predetermined winning value, it is a winning jackpot, and if it is different, it is a losing jackpot.

[0016] When a win / loss lottery is executed by the win / loss lottery means, the result of the win / loss lottery is announced through a variable effect (a performance from the start of the change of the decorative pattern 80 (decorative pattern group 80g) until the decorative pattern 80 completely stops in a combination that indicates the win / loss lottery result, that is, a performance during one change. In the following explanation, this may also be simply referred to as a "change" or "rotation"). In this embodiment, a variable effect is executed for the win / loss lottery result corresponding to the order in which the win / loss lottery information was acquired. However, if new win / loss lottery information is acquired when the variable effect for a certain win / loss lottery result has not yet finished (a state in which there is win / loss lottery information for which the announcement of the win / loss lottery result has not been completed), the newly acquired win / loss lottery information is stored in a storage means (RAM, not shown) up to a predetermined number as pre-change win / loss lottery information (described below).

[0017] The acquired winning / losing lottery information (for which the notification of the corresponding winning / losing lottery result has not been completed) is classified into "pre-change winning / losing lottery information" for which the variable presentation for the corresponding winning / losing lottery result has not yet begun (the equivalent of the first winning / losing lottery information is referred to as the first pre-change winning / losing lottery information, and the equivalent of the second winning / losing lottery information is referred to as the second pre-change winning / losing lottery information), and "on-going winning / losing lottery information" for which the variable presentation for the corresponding winning / losing lottery result has begun but the variable presentation has not yet ended (the equivalent of the first winning / losing lottery information is referred to as the first on-going winning / losing lottery information, and the equivalent of the second winning / losing lottery information is referred to as the second on-going winning / losing lottery information). In this embodiment, the maximum number of first pre-change winning / losing lottery information that the storage means can store is four, and the maximum number of second pre-change winning / losing lottery information that can be stored is also four. In addition, in this embodiment, there is a maximum of one piece of information on the winning / losing lottery during fluctuation at a given time (it is not possible for both the first piece of information on the winning / losing lottery during fluctuation and the second piece of information on the winning / losing lottery during fluctuation to exist (i.e., the fluctuations of special chart 1 and special chart 2 do not proceed together)).

[0018] During the variation effect, a pre-variation display 72, which is an image (icon) indicating the presence of pre-variation win / loss lottery information, and a during-variation display 71, which is an image (icon) indicating the presence of during-variation win / loss lottery information, are displayed in real time (see FIG. 2). In this embodiment, in a game state in which a game ball should be fired aiming at the first starting area 904a (a game state in which a "left hit" should be made), the first win / loss lottery information is acquired, so the pre-variation display 72 and during-variation display 71 indicating the presence of the first pre-variation win / loss lottery information and the first during-variation win / loss lottery information are displayed (the pre-variation display 72 and during-variation display 71 indicating the presence of the second win / loss lottery information are not displayed or are displayed smaller than the pre-variation display 72 and during-variation display 71 indicating the presence of the first win / loss lottery information). On the other hand, in a game state where the game ball should be launched aiming at the second starting area 904b (a game state where "right hit" should be made), second win / loss lottery information is acquired, so the pre-change display 72 and the during-change display 71 indicating the presence of the second pre-change win / loss lottery information and the second during-change win / loss lottery information are displayed (the pre-change display 72 and the during-change display 71 indicating the presence of the first win / loss lottery information are not displayed or are displayed smaller than the pre-change display 72 and the during-change display 71 indicating the presence of the second win / loss lottery information). As described above, since the maximum number of first pre-change win / loss lottery information stored in this embodiment is four, the maximum number of pre-change displays 72 displayed in a game state where the game ball should be launched aiming at the first starting area 904a is four (naturally, the maximum number of during-change displays 71 displayed is one). Furthermore, since the maximum number of pieces of second pre-change win / lose lottery information that can be stored is four, the maximum number of pre-change displays 72 that are displayed in a game state in which the game ball should be fired aiming at the second starting area 904b is also four (naturally, the maximum number of during-change displays 71 that are displayed is one).

[0019] The order in which the notification of the winning / losing lottery results corresponding to each pre-change display 72 is completed (the so-called "consumption order") is earlier the closer it is to the during-change display 71. In other words, the pre-change displays 72 are displayed in an order such that the earlier the consumption order, the closer it is to the during-change display 71. Each time the notification of the winning / losing lottery is completed, the position in which the pre-change display 72 is displayed changes (each pre-change display 72 moves to a position according to the "consumption order"). Furthermore, the pre-change display 72 with the earliest consumption order becomes the during-change display 71 (moves to the position in which the during-change display 71 is displayed). Strictly speaking, the winning / losing lottery by the winning / losing lottery means is executed simultaneously with the start of the corresponding variation presentation (the execution timing of such winning / losing lottery is not clearly indicated to the player). Therefore, the pre-change display 72 is sometimes referred to as a "pending (display)" because it indicates the existence of winning / losing lottery information for which the corresponding winning / losing lottery has not been executed (pre-change winning / losing lottery information). The number of pre-change win / loss lottery information items can be considered to represent the number of win / loss lotteries that are promised to be held in the future (the number of win / loss lottery rights already acquired). Therefore, the greater the number of pre-change win / loss lottery information items (pending display), the higher the probability that the future win / loss lottery result at that time will be a jackpot. Furthermore, the during-change display 71 indicates the presence of win / loss lottery information for which the corresponding win / loss lottery has been held, but for which the change effect to notify the win / loss lottery result is currently in progress (in an "active" state), and is therefore sometimes referred to as an "active display." In this embodiment, the during-change display 71 is larger than the pre-change display 72, but the basic shapes of the two (at least the shape of the normal display mode (default mode) described below) are the same (similar shapes). Instead of being similar shapes, the basic shapes (external shapes, etc.) of the during-change display 71 and the pre-change display 72 may be completely different.

[0020] In this embodiment, similar to known gaming machines, the result of the lottery is notified to the player based on the combination of decorative symbols 80 (see FIG. 2) displayed in the display area 911 of the display device 91. Specifically, decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) containing multiple types of decorative symbols 80 begin to fluctuate, and eventually, one decorative symbol 80 is selected from each decorative symbol group 80g and stops. Whether the types of decorative symbols 80 are the same or different is determined by whether the characters contained in each decorative symbol 80 are the same or different. In this embodiment, the various decorative symbols 80 include any of the numbers "1" to "7." If the numbers are the same, they are considered to be the same type, and if the numbers are different, they are considered to be different types. In the following description, the various decorative symbols 80 may be represented by the numbers contained in the decorative symbol 80, such as the decorative symbol 80 "1." The same type of decorative symbol 80 may also be configured to have different appearances (e.g., different number designs). Each decorative pattern group 80g includes all types of decorative patterns 80 (all of the decorative patterns 80 of "1" to "7"). The various decorative patterns 80 may include elements other than numbers. For example, they may include characters associated with each number (type).

[0021] The combinations of decorative patterns 80 (left decorative pattern 80L, center decorative pattern 80C, right decorative pattern 80R arranged from the left) selected from each decorative pattern group 80g and stopped are roughly divided into winning combinations that indicate a win in the lottery and losing combinations that indicate a loss. In this embodiment, a winning combination is when all three decorative patterns 80 are the same type, and a losing combination is when all three decorative patterns 80 are not the same type.

[0022] In this embodiment, the fluctuation of each decorative symbol group 80g may be temporarily stopped (pseudo-stopped). Note that a temporary stop (pseudo-stopped) refers to a state in which the fluctuation does not completely stop but appears to the player to be stopped (for example, a state in which it is slightly swaying). By temporarily stopping (pseudo-stopping) the fluctuation in this way, it is possible to create a so-called chance eye in the middle of the fluctuation performance.

[0023] In addition, an image showing various information may be displayed unobtrusively near the outer edge of the display area 911 (illustration of such an image is omitted in each drawing). For example, a small pattern (so-called small pattern) that starts to change when the variable effect starts and stops in a manner according to the result of the winning / losing lottery when the variable effect ends may be displayed. However, the player can enjoy the game without being aware of this type of image. In other words, it is basically possible to understand the result of the winning / losing lottery by looking at the decorative pattern 80 and various effects.

[0024] Also, like known gaming machines, lamps that indicate various types of information are provided outside the display area 911. The lighting patterns of the lamps indicate the results of various lotteries. The lighting patterns of the lamps corresponding to the results of the first win / lose lottery and the second win / lose lottery are generally referred to as "special symbols." Also, the lighting patterns of the lamps corresponding to the results of the regular lottery (regular lotteries will be described later) are generally referred to as "regular symbols."

[0025] By winning the first or second win / loss lottery, the player is awarded a special prize (jackpot). The player plays the game with the aim of winning the special prize (jackpot). That is, to take the first or second win / loss lottery, the player launches a game ball toward the first starting area 904a or the second starting area 904b. The game state in which the player plays the game with the aim of winning the special prize (jackpot) is broadly divided into a normal game state and a specific game state that is more advantageous to the player than the normal game state (see FIG. 3(a)). In this embodiment, the specific game states include a first specific game state and a second specific game state that is more advantageous to the player than the first specific game state. The normal game state is the most disadvantageous state, and the second specific game state is the most advantageous state.

[0026] The normal gaming state is a low base state in which it is difficult for a gaming ball to enter the starting area 904, and the specific gaming state is a high base state in which it is easier for a gaming ball to enter the starting area 904 (easier to enter than in the low base state). The normal gaming state is a state in which the gaming ball should be launched aiming at the first starting area 904a (a state in which a "left hit" should be performed). The specific gaming state is a state in which the gaming ball should be launched aiming at the second starting area 904b (a state in which a "right hit" should be performed). The high base state is a state in which it is easier to win the normal lottery compared to the low base state. The normal lottery is a lottery that is executed when a gaming ball enters the normal area 905. The second starting area 904b is a normally closed area that is opened by winning the normal lottery. In other words, a gaming ball will not enter the second starting area 904b unless it wins the normal lottery. When a player wins the regular lottery, an opening / closing member (a so-called electric chute) provided at the entrance to the second starting area 904b moves to the open position, opening the second starting area 904b. The opening / closing member in the open position serves to receive gaming balls flowing down from above and guide the gaming balls toward the second starting area 904b. In other words, if the opening / closing member remains in the open position for a certain period of time, gaming balls can enter the second starting area 904b relatively easily.

[0027] The normal area 905 is positioned so that a gaming ball "hit to the right" can enter (see FIG. 1). Therefore, if a player continues to hit the right side in the specific gaming mode, a normal lottery is executed, and if the normal lottery is won, the gaming ball frequently enters the second starting area 904b. On the other hand, in the normal gaming mode, since it is difficult to win the normal lottery, the second starting area 904b is rarely opened even with a right hit, and right hitting is set to be a loss for the player. In this embodiment, in the normal gaming mode, even if the normal lottery is won, the opening time of the second starting area 904b is extremely short, making it virtually impossible for a gaming ball to enter the second starting area 904b. The winning probability of the normal lottery in the normal gaming mode may be set to 0%, so that a gaming ball cannot enter the second starting area 904b. Because of this configuration, the normal gaming mode is a state in which a player aims to enter the first starting area 904a by hitting the left side and win a bonus (jackpot) after passing the first winning / losing lottery. In addition, the specific game state is a state in which the game ball is made to enter the second starting area 904b by hitting it from the right, and the aim is to win a special prize (jackpot) after a second winning / losing lottery.

[0028] When a gaming ball enters the first starting area 904a or the second starting area 904b, a predetermined number of prize balls (e.g., three) are paid out. Therefore, in the specific gaming state, players can play without losing as many balls as in the normal gaming state. In the technical field, the number of prize balls per number of balls fired is referred to as the "base" when not in a jackpot. The specific gaming state is a "high base state" in which the base is (relatively) high, while the normal gaming state is a "low base state" in which the base is (relatively) low. The high base state is a state in which gaming balls are more likely to enter the starting area 904 than the low base state, making it easier to enter the lottery for winning or losing. Therefore, the average time required for one variable effect (variation time) is shorter in the specific gaming state than in the normal gaming state (so-called "time-saving"). Based on this, the high base state can also be considered a "time-saving" state (with time-saving), and the low base state a "non-time-saving" state (without time-saving). Furthermore, because of this configuration, the average stay time during continuous play is longer in the normal game state than in the specific game state (the sum of the stay times in the first specific game state and the second specific game state).

[0029] The normal gaming state and the first specific gaming state are states in which the probability of winning the win / lose lottery is relatively low (low probability state), while the second specific gaming state is a state in which the probability of winning the win / lose lottery is relatively high (high probability state). These probabilities can be set as appropriate. In this embodiment, the winning probability (jackpot probability) in the low probability state is approximately 1 / 319, and the winning probability (jackpot probability) in the high probability state is approximately 1 / 99. The normal gaming state is a state in which a player hits the ball with the left hand, aiming to win a special prize (jackpot) through a first win / lose lottery with a low probability (approximately 1 / 319). The first specific gaming state is a state in which a player hits the ball with the right hand, aiming to win a special prize (jackpot) through a second win / lose lottery with a low probability (approximately 1 / 319). The second specific gaming state is a state in which a player hits the ball with the right hand, aiming to win a special prize (jackpot) through a second win / lose lottery with a high probability (approximately 1 / 99).

[0030] A jackpot (benefit) is awarded by winning the first or second win / loss lottery. In this embodiment, three types of jackpots are provided (see FIG. 3(a)): a normal jackpot (normal benefit), a first specific jackpot (first specific benefit), and a second specific jackpot (second specific benefit). The first specific jackpot is a jackpot that transitions to a first specific gaming state after the completion of a jackpot game (all unit games). In other words, the acquisition of a first specific jackpot (first specific benefit) is a transition condition (start condition) for the first specific gaming state. The second specific jackpot is a jackpot that transitions to a second specific gaming state after the completion of a jackpot game (all unit games). In other words, the acquisition of a second specific jackpot (second specific benefit) is a transition condition (start condition) for the second specific gaming state. Since the second specific gaming state is a more advantageous gaming state than the first specific gaming state, from that perspective, the second specific jackpot can be considered a more advantageous jackpot for the player than the first specific jackpot. Note that providing these three types of jackpots is merely an example. For example, a setting may be made in which there is no normal jackpot (when a jackpot is won, the game state is always shifted to a specific game state).

[0031] In this embodiment, the allocation of the jackpot (benefit) acquired through the first win / loss lottery (special drawing 1 lottery) is different from the allocation of the jackpot (benefit) acquired through the second win / loss lottery (special drawing 1 lottery) (see Figure 3(b)). A jackpot acquired through the first win / loss lottery may be a normal jackpot (25%), a first specific jackpot (25%), or a second specific jackpot (50%). On the other hand, all jackpots acquired through the second win / loss lottery (100%) are second specific jackpots. This means that after transitioning to the specific gaming state, the second specific gaming state, which is the most advantageous gaming state for the player, will continue as long as the player acquires a jackpot (continues to win) through the second win / loss lottery.

[0032] The first specific gaming state and the second specific gaming state end when a predetermined end condition is met (see FIG. 3(a)). In this embodiment, the first specific gaming state ends when the win / loss lottery results in 100 consecutive losses. Because the first specific gaming state is a low-probability state, the first specific gaming state can be said to be a state in which a player aims to win a low-probability lottery (approximately 1 / 319) before 100 lotteries are executed. Also, in this embodiment, the second specific gaming state ends when the win / loss lottery results in 150 consecutive losses. Because the second specific gaming state is a high-probability state, the second specific gaming state can be said to be a state in which a player aims to win a high-probability lottery (approximately 1 / 99) before 150 lotteries are executed. In other words, the gaming machine 1 according to this embodiment has a so-called ST-type gameplay (the state in which a player aims to win a high-probability lottery before a predetermined number of consecutive losses is actually referred to as the "ST (state)"). The probability of losing 150 consecutive high-probability lotteries (approximately 1 / 99) (the probability that the second specific game state will end without winning the high-probability lottery at the time the second specific game state begins) is approximately 22%, so the so-called continuation rate is approximately 78%. Note that this type of ST-type gameplay is merely an example. For example, in the high-probability state, it is possible to win both a jackpot that continues the high-probability state (high-probability jackpot) and a jackpot that ends the high-probability state (transition to a low-probability state) and to create a so-called loop-type gameplay in which the high-probability state continues until a low-probability jackpot is won.

[0033] In this embodiment, even if the power of the gaming machine 1 is turned OFF (even if the power OFF→ON operation is performed), the gaming state is maintained. However, if a predetermined reset operation that can only be performed by a gaming store employee (a person who has access to the gaming machine's interior) is performed, the gaming state will be restored to the normal gaming state (a gaming store employee can forcibly transition to the normal gaming state, which is the "default" gaming state). It is not normal for a player to stop playing in a specific gaming state that is advantageous to the player, and even if the gaming store closes in a specific gaming state, the gaming store will likely perform a reset operation. Therefore, when the gaming store opens (the so-called early morning state), the gaming state is usually the normal gaming state. Therefore, the player will basically start playing in the normal gaming state.

[0034] When a jackpot (bonus) is won after a lottery, a jackpot game (bonus game) is executed. The jackpot game is a unit game in which the jackpot area 906 (see FIG. 1; the jackpot area 906 is normally closed by an opening / closing member 906a) is opened multiple times until a predetermined closing condition is met. The closing condition is met when either C (in this embodiment, C=10) game balls enter the jackpot area 906 after it is opened (winning condition) or a predetermined time has passed since the jackpot area 906 was opened (time condition). In this embodiment, if game balls are continuously shot toward the jackpot area 906 during the jackpot game, the winning condition is met before the time condition is met. That is, at least 10 gaming balls enter the big prize area 906 in one unit game (a so-called over-win may occur, where more than 10 gaming balls enter the big prize area 906). A unit game is also referred to as a round (game). The number of unit games (number of rounds) included in a big prize game can be set appropriately. In this embodiment, all big prizes are 10-round jackpots. In this embodiment, the number of prize balls paid out when one gaming ball enters the big prize area 906 is 15. Therefore, in the case of a 10-round jackpot, at least 1,500 prize balls are paid out.

[0035] The following describes the effects that can be executed by the gaming machine 1 according to this embodiment, as well as the functions and characteristics of the gaming machine 1. Note that the gaming machine 1 may be configured to be able to execute (have only some of) the effects described below.

[0036] <Specific suggestion production> In this embodiment, a specific suggestion effect can be executed as a suggestion effect that indicates the probability that the result of the win / loss lottery will be a jackpot. Hereinafter, the win / loss lottery result that is the subject of the reliability suggestion by the specific suggestion effect will be referred to as the target win / loss lottery result, and the change effect corresponding to the target win / loss lottery result (the change effect from when the decorative pattern 80 announcing the target win / loss lottery result starts to change until it stops in a manner that announces the target win / loss lottery result) will be referred to as the target change effect (target change). (Specific suggestion effects occur as part of the target change effect.) Note that specific suggestion effects only occur when a change satisfies a predetermined execution condition. Because the execution condition is not necessarily met with every change, specific suggestion effects do not occur with every change. Furthermore, the execution condition is not met more than once in one change, and when the execution condition is met, one type of specific suggestion effect is executed. Therefore, two or more types of specific suggestion effects are not executed in one change. Furthermore, in this embodiment, specific suggestion effects occur in the normal game mode. However, they may also occur in the specific game mode.

[0037] The specific suggestion effect is premised on the existence of the pre-change display 72 and the during-change display 71. In the technical field, the pre-change display 72 (hold display) and the during-change display 71 (active display) are collectively referred to as "hold," and the specific suggestion effect can be said to be an effect executed in response to this "hold." The pre-change display 72 and the during-change display 71 can take one of several forms (see Figure 4) depending on their reliability (the likelihood that the corresponding win / loss lottery result will be a jackpot) (hereinafter, the possible forms of the pre-change display 72 and the during-change display 71 may also be referred to as "display forms"). Note that the reliability of the pre-change display 72 and the during-change display 71 refers to the reliability at the time each display form is displayed, and the reliability may increase depending on subsequent changes in the display form. The display forms are broadly divided into a normal display form 70n and a special display form 70s. The normal display form 70n is the standard display form (default form). The pre-change display 72 and the during-change display 71 have the highest probability of becoming the normal display mode 70n (the probability of becoming the normal display mode 70n is higher than the probability of becoming any of the special display modes 70s (the probability that the pre-change display 72 and the during-change display 71 will become the normal display mode 70n is preferably 90% or more)). The special display mode 70s is a display mode that suggests a higher reliability than the normal display mode 70n. In this embodiment, four types of special display modes 70s are provided: a first special display mode 701s, a second special display mode 702s, a third special display mode 703s, and a fourth special display mode 704s. The reliability of the target win / loss lottery result increases in this order (the fourth special display mode 704s is the highest). The fourth special display mode 704s is displayed only when the target win / loss lottery result is a jackpot (reliability = 100%). It is sufficient for the players to clearly distinguish between the different display modes. In this embodiment, the normal display mode 70n is white, the first special display mode 701s is blue, the second special display mode 702s is green, the third special display mode 703s is red, and the fourth special display mode 704s is rainbow-colored (in the drawings, the colors of the special display modes 70s are represented by letters. Those without letters representing the colors are normal display modes 70n).The different display modes may differ in other respects besides color (for example, in outer shape).

[0038] The display modes of the pre-change display 72 and the during-change display 71 may change in a direction that increases reliability (a so-called hold change effect occurs). The mode may change whether the state is the pre-change display 72 (i.e., before the target change has started) or the during-change display 71 (i.e., during the target change). The specific mode of the so-called hold change effect may be any. In this embodiment, the display modes of the pre-change display 72 and the during-change display 71 may change suddenly (a sudden hold change effect occurs), or the display modes of the pre-change display 72 and the during-change display 71 may change as a result of the display of an image that acts on them (a hold change effect occurs in which an acting image that causes a change in the display mode is displayed). The final display mode of the during-change display 71 in the target change becomes the final reliability suggested by the during-change display 71. When the target change effect starts, the pre-change display 72 (the one that is first in the order of consumption) becomes the during-change display 71, but the display mode is carried over at that time. For example, if the pre-fluctuation display 72 (first in the order of consumption) immediately before the target fluctuation starts is in the second special display mode 702s, the target fluctuation will start with the fluctuation display 71 in the second special display mode 702s. However, the display mode (color) may change at the timing when the pre-fluctuation display 72 (first in the order of consumption) becomes the fluctuation display 71. In this embodiment, when multiple pre-fluctuation displays 72 and fluctuation displays 71 are displayed together, two or more special display modes 70s may be displayed.

[0039] Multiple types of specific suggestion effects can occur as specific suggestion effects. The types of specific suggestion effects are roughly divided into normal specific suggestion effects and special specific suggestion effects. The normal specific suggestion effects are the standard (default) form (type). The special specific suggestion effects are effects that suggest a higher degree of reliability than the normal specific suggestion effects. In this embodiment, four types of special specific suggestion effects are provided: a first special specific suggestion effect, a second special specific suggestion effect, a third special specific suggestion effect, and a fourth special specific suggestion effect (see Figure 5). In other words, in this embodiment, five types of effects can occur as specific suggestion effects.

[0040] The specific suggestion effect is a display of a specific suggestion image 73 in the display area 911 when a predetermined time point (reference time point) is reached. The appearance of the specific suggestion image 73 differs depending on the type of effect. The normal specific suggestion effect displays a normal specific suggestion image 73n, the first special specific suggestion effect displays a first special specific suggestion image 731s, the second special specific suggestion effect displays a second special specific suggestion image 732s, the third special specific suggestion effect displays a third special specific suggestion image 733s, and the fourth special specific suggestion effect displays a fourth special specific suggestion image 734s (see FIG. 5. The first special specific suggestion image 731s to the fourth special specific suggestion image 734s may be collectively referred to as special specific suggestion images 73s). Each specific suggestion image 73 includes common image elements, but the color of a specific portion is different. In this embodiment, a common image element includes a predetermined character X. The surrounding (background) color of the character X is different. The normal specific suggestion image 73n is white, the first special specific suggestion image 731s is blue, the second special specific suggestion image 732s is green, the third special specific suggestion image 733s is red, and the fourth special specific suggestion image 734s is rainbow-colored (in each figure, the difference in color is represented by the presence or absence of hatching or by the difference in the hatching pattern). Note that in this embodiment, the size of the specific suggestion image 73 is the same regardless of its type, and the position at which the specific suggestion image 73 is displayed (the area occupied by the specific suggestion image 73 in the display area 911) is also the same regardless of its type.

[0041] Each type of specific suggestion effect is associated with one of the display modes of the changing display 71 (they are associated (1:1) so as not to overlap). The number of types (modes) of specific suggestion effects (five types) is the same as the number of types (five types) of display modes that the changing display 71 can become, and there are no effects that do not have a correspondence (a certain type of specific suggestion effect always corresponds to one of the display modes, and a certain display mode always corresponds to one type of specific suggestion effect). In this embodiment, the normal display mode 70n (white) corresponds to the normal specific suggestion effect (normal specific suggestion image 73n (white)), the first special display mode 701s (blue) corresponds to the first special specific suggestion effect (first special specific suggestion image 731s (blue)), the second special display mode 702s (green) corresponds to the second special specific suggestion effect (second special specific suggestion image 732s (green)), the third special display mode 703s (red) corresponds to the third special specific suggestion effect (third special specific suggestion image 733s (red)), and the fourth special display mode 704s (rainbow) corresponds to the fourth special specific suggestion effect (fourth special specific suggestion image 734s (rainbow)). Thus, the "color" of each display mode and its corresponding specific suggestion image 73 is common ("common color" means that the colors are the same; the same applies below). The common "color" allows the player to understand that each display mode corresponds to a specific suggestion image 73.

[0042] In this embodiment, a specific suggestion effect is executed during a specific reach effect (see FIG. 6). As described above, the specific suggestion effect (display of the specific suggestion image 73) is executed when a reference time point is reached, and this reference time point is set during the specific reach effect (reaching the reference time point set during the specific reach effect is the fulfillment of the execution condition for the specific suggestion effect). The specific reach effect is a type of reach effect that leads to a win / loss notification ending according to the result of a target win / loss lottery. Because it is a reach effect, it can occur when a "reach" is established in which the decorative patterns 80 selected and displayed from two of the three identification pattern groups (in this embodiment, the left decorative pattern 80L displayed by the pseudo-stop of the left decorative pattern group 80gL and the right decorative pattern 80R displayed by the pseudo-stop of the fluctuation of the right decorative pattern group 80gL) are of the same type. If the result of the target lottery is a jackpot, an advantageous ending (a winning notification ending) (see FIG. 6(d-1)) is reached, in which an image indicating that the situation is favorable to the player is displayed. If the result is a loss, an unfavorable ending (a losing notification ending) (see FIG. 6(d-2)) is reached, in which an image indicating that the situation is unfavorable to the player is displayed. Note that advantageous endings also include cases where an unfavorable ending appears to have been reached but is then overturned, resulting in a so-called reversal pattern. The specific reach effect in this embodiment is a so-called battle effect in which the player's character (the ally character (indicated by an X in the drawings)) fights against the enemy character, and a victory for the ally character is considered to be an advantageous ending, and a defeat for the ally character (the enemy character wins) is considered to be an unfavorable ending. Two or more types of specific reach effects, each with a set reference time point, may be provided.

[0043] The specific suggestion effect is executed before the win / loss notification ending is reached. If the point at which the effect for the win / loss notification ending (favorable ending or unfavorable ending) starts is defined as the win / loss branching point, the specific suggestion effect is executed before the win / loss branching point (a reference point is set at which the specific suggestion effect starts before the win / loss branching point) (see Figures 6(c)(d-1)(d-2)). Also, the specific suggestion effect (display of the specific suggestion image 73) ends before the win / loss branching point. Note that in this embodiment, the length from the start of the specific reach effect to the reference point is constant (for example, 10 seconds). The specific suggestion image 73 in this embodiment is a so-called cut-in image. The specific suggestion effect in this embodiment is an effect in which character X appears (one of the ally character and the enemy character is character X) (see Figure 6(c)). Therefore, it can be said that the specific suggestion effect suggests reliability while emphasizing character X who appears in the specific reach effect.

[0044] The display mode of the changing display 71 can change even during the specific reach performance (see Figures 6(a)(b)). In other words, the display mode of the changing display 71 may change to a display mode with a higher reliability than at the start of the specific reach performance (it may not change during the specific reach performance). Note that the display mode of the changing display 71 will not change after the reference point in time. Therefore, in the target variation that causes the specific reach performance, the display mode of the changing display 71 at the reference point in time is determined as the mode that indicates the final reliability (the more reliable the display mode at the reference point in time, the higher the probability that the result of the target hit / miss lottery will be a jackpot (the more likely the specific reach performance will end in a favorable outcome)).

[0045] In this embodiment, a specific reach effect occurs in the target variation, and the display mode of the varying display 71 when the reference time point is reached is referred to as the "reference display mode." When the reference time point is reached, a specific suggestion effect is executed (a specific suggestion image 73 is displayed), and the type of specific suggestion effect executed always corresponds to the reference display mode of the varying display 71, and specific suggestion effects of a type that does not correspond to the reference display mode are not executed (see Figures 6(b) and (c)). That is, if the changing display 71 is in the normal display mode 70n when the reference time is reached, a normal specific suggestion effect is executed (normal specific suggestion image 73n is displayed); if it is in the first special display mode 701s, a first special specific suggestion effect is executed (first special specific suggestion image 731s is displayed); if it is in the second special display mode 702s, a second special specific suggestion effect is executed (second special specific suggestion image 732s is displayed); if it is in the third special display mode 703s, a third special specific suggestion effect is executed (third special specific suggestion image 733s is displayed); and if it is in the fourth special display mode 704s, a fourth special specific suggestion effect is executed (fourth special specific suggestion image 734s is displayed). Note that in this embodiment, both the changing display 71 and the corresponding specific suggestion image 73 are displayed in the display area 911. Also, in this embodiment, the reliability of each specific suggestion effect is the same as that of each display mode of the changing display 71. In other words, if the changing display 71 is in a certain display mode at the reference time, the corresponding type of specific suggestion effect will be executed without fail, so the reliability suggestion by the changing display 71 is no different from the reliability suggestion in the specific suggestion effect. Also, the number and display mode of the pre-changing display 72 displayed at the reference time are unrelated to the type of specific suggestion effect to be executed.

[0046] The reason for this configuration is as follows. Reliability indications based on changes in the display mode of the pre-changing display 72 and the changing display 71 (reliability indications based on so-called "hold") are well known, and players pay attention to these modes. In a target change where it is expected that the result of the target hit / miss lottery will be a jackpot, players expect the changing display 71 to take on a display mode with higher reliability (stepping up in the direction of increasing reliability). In order to clearly show (emphasize) what the display mode of this changing display 71 has become, the specific reach effect is intentionally designed so that a specific suggestion effect of a type that corresponds to the display mode of the changing display 71 occurs (a specific suggestion effect of an incompatible type does not occur). For players, the game is easy to understand because an effect (specific suggestion effect) that corresponds to the display mode of the changing display 71 is executed before the end of the specific reach effect informing whether it is a hit or miss.

[0047] Below, we will explain specific examples in which the above-mentioned specific suggestion effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration in which multiple techniques described using the following specific examples are combined and applied may be used.

[0048] 〇Specific example 1-1 An emphasis effect is executed before the specific suggestion effect occurs. The emphasis effect is an effect for emphasizing that a specific suggestion effect corresponding to the reference display mode is being executed (the specific suggestion image 73 is displayed), and uses the changing display 71 in the reference display mode. For example, the display mode in the reference display mode moves toward the center of the display area 911, and an enlarged effect occurs as an emphasis effect (see FIG. 7(b)), and the specific suggestion effect occurs after the emphasis effect ends (see FIG. 7(c)). In this way, it is easy to understand that the type (color) of the specific suggestion effect to be executed corresponds to the mode (color) of the changing display 71.

[0049] The highlighting effect may be achieved by making the changing display 71 different from its normal state. As in the above example, it is preferable that the changing display 71 is displaced to a position different from its normal state or is made larger than its normal state.

[0050] The highlighting effect may be different depending on the reference display mode (depending on the color of the changing display 71). For example, in the highlighting effect (in the state of FIG. 7(b)), the higher the reliability of the reference display mode, the larger the changing display 71 is displayed (the larger the magnification ratio based on the normal size).

[0051] 〇Specific example 1-2 The timing at which the specific suggestion effect can occur (the timing at which the execution condition can be met) is not limited to during the reach effect. For example, the specific suggestion effect may be made to occur in a state where it is not clear whether a reach will be achieved (a state in which all three identification symbol groups are displayed in a variable manner). In other words, a certain point in time when all three identification symbol groups are displayed in a variable manner is set as a reference point, and a specific suggestion effect of a type corresponding to the display mode of the variable display 71 at that reference point in time is made to occur.

[0052] 〇Specific example 1-3 A predetermined effect (pre-effect) is made to occur before the specific suggestion effect occurs. The pre-effect can be said to be an effect that indicates in advance that a reference point will be reached. After the pre-effect occurs, a specific suggestion effect of a type corresponding to the display mode of the changing display 71 at that time will occur. Figure 8 shows a pre-effect in which an image (pre-image 75) containing the words "hold-compatible cut-in" is displayed.

[0053] As in the example shown in Figure 8, it is preferable that the pre-image 75 includes an element that suggests a specific suggestion effect. If the specific suggestion effect is a so-called cut-in effect (an effect in which a specific suggestion image 73, which is a cut-in image, is displayed) as in the above embodiment, it is preferable that the pre-image 75 includes an element that indicates a specific suggestion effect, such as "cut-in." Also, as in the example shown in Figure 8, it is preferable that the pre-image 75 includes an element that suggests that the specific suggestion effect corresponds to the changing display 71. For example, it is preferable that the pre-image 75 includes an element that indicates the changing display 71, such as "hold."

[0054] 〇Specific example 1-4 The setting is such that the execution condition can be met more than once in one variation (more than one reference time point can be set in one variation). In other words, the setting is such that a specific suggestion effect can occur more than once in one variation. Furthermore, after a certain execution condition is met, the display mode of the changing display 71 can change between the time when the next execution condition is met (between execution conditions). By doing this, if a change in the display mode of the changing display 71 occurs after a specific suggestion effect (a previous specific suggestion effect) has occurred, a specific suggestion effect (a later specific suggestion effect) with higher reliability than the previous specific suggestion effect will occur. In other words, by doing this, the gameplay becomes such that a rank-up of the specific suggestion effect can occur as the display mode of the changing display 71 changes between execution conditions.

[0055] However, as in the above embodiment, if the execution condition is set to be met at most once in one variation, the number of times that a specific suggestion effect can occur in one variation will be at most once, and therefore the specific suggestion effect will function to clearly indicate (emphasize) what the final display state of the varying display 71 will be.

[0056] 〇Specific example 1-5 When the display mode of the changing display 71 becomes the fourth special display mode 704s, that is, a display mode in which the reliability is 100% (a jackpot is confirmed), the specific suggestion effect will not occur even if the reference time point is reached (a configuration in which the fourth special specific suggestion image 734s is not provided) (see Fig. 9(a), (b-2)). In other words, the specific suggestion effect can occur when the display mode of the changing display 71 is a mode in which the reliability is less than 100% (the execution condition is not met unless the display mode of the changing display 71 is a mode in which the reliability is less than 100%) (see Fig. 9(a), (b-1)). When the changing display 71 becomes a display mode in which a jackpot is confirmed, the player will be aware of this, so there is no need to deliberately emphasize it, and the specific suggestion effect will not occur.

[0057] As a different example, when the display mode of the changing display 71 is the normal display mode 70n, it is also possible to prevent the specific suggestion effect from occurring even when the reference time point is reached (a configuration in which the normal specific suggestion image 73n is not provided) (see Fig. 10(a), (b-2)). When the changing display 71 is in the normal display mode (default mode), there is no need to emphasize this, so the specific suggestion effect is not generated. When the display mode of the changing display 71 is not the normal display mode 70n, that is, when it is one of the special display modes 70s, the corresponding specific suggestion effect is generated (see Fig. 10(a), (b-1)).

[0058] 〇Specific example 1-6 The display modes of the pre-change display 72 and the changing display 71 are configured to have two or more modes belonging to different categories. For example, as shown in FIG. 11, the display modes A belonging to category A are a normal display mode 70nA, a first special display mode 701sA, a second special display mode 702sA, a third special display mode 703sA, and a fourth special display mode 704sA (in the drawing, the display mode A is shown as having a "circle" shape). In addition, the display modes B belonging to category B are configured to have a normal display mode 70nB, a first special display mode 701sB, a second special display mode 702sB, a third special display mode 703sB, and a fourth special display mode 704sB (in the drawing, the display mode A is shown as having a "triangle" shape). When condition A is met (status A), display mode A, which belongs to category A, is used; when condition B is met (status B), display mode B, which belongs to category B, is used (conditions A and B cannot be met simultaneously). The normal display modes 70nA and B, first special display modes 701sA and B, second special display modes 702sA and B, third special display modes 703sA and B, and fourth special display modes 704sA and B are different from one another, but share the same color and reliability (differences in category do not affect reliability). Providing such display modes with the same reliability but different (display mode A, which belongs to category A, and display mode B, which belongs to category B) is used, for example, when providing a game in which the basic modes of pre-change display 72 and change-in-progress display 71 are changed according to the so-called presentation mode (also referred to as stage, etc.). The presentation mode is the element that controls the change presentation. That is, what kind of effect is executed as an effect that constitutes a variable effect depends on the currently set effect mode (current setting mode). For example, it is conceivable to set a configuration in which mode A in which an effect based on character A is developed, and mode B in which an effect based on character B is developed.In such a configuration, it is expected that when mode A is set, normal display mode 70nA and first special display mode 701sA to fourth special display mode 704sA will be displayed, and when mode B is set, normal display mode 70nB and first special display mode 701sB to fourth special display mode 704sB will be displayed.

[0059] The specific suggestion image 73 displayed in the specific suggestion performance differs depending on whether the display mode of the changing display 71 at the reference time is display mode A or B. For example, as shown in FIG. 12, specific suggestion images A belonging to category A include a normal specific suggestion image 73nA, a first special specific suggestion image 731sA, a second special specific suggestion image 732sA, a third special specific suggestion image 733sA, and a fourth special specific suggestion image 734sA (in the drawing, specific suggestion image A is shown as including character A). Also, specific suggestion images B belonging to category B include a normal specific suggestion image 73nB, a first special specific suggestion image 731sB, a second special specific suggestion image 732sB, a third special specific suggestion image 733sB, and a fourth special specific suggestion image 734sB (in the drawing, specific suggestion image B is shown as including character B). Although the first special identification suggestion images 731sA and B, the second special identification suggestion images 732sA and B, the third special identification suggestion images 733sA and B, and the fourth special identification suggestion images 734sA and B have different appearances, they share the same color and have the same reliability (differences in category do not affect reliability).

[0060] When the normal display mode 70nA is displayed at the reference time, a normal specific suggestion image 73nA is displayed; when the first special display mode 701sA is displayed, a first special specific suggestion image 731sA is displayed; when the second special display mode 702sA is displayed, a second special specific suggestion image 732sA is displayed; when the third special display mode 703sA is displayed, a third special specific suggestion image 733sA is displayed; and when the fourth special display mode 704sA is displayed, a fourth special specific suggestion image 734sA is displayed (see Figure 13(a)(b-1) (as an example, an example in which the third special specific suggestion image 733sA is displayed is shown)). Similarly, when the normal display mode 70nB is displayed at the reference time, a normal specific suggestion image 73nB is displayed; when the first special display mode 701sB is displayed, the first special specific suggestion image 731sB is displayed; when the second special display mode 702sB is displayed, the second special specific suggestion image 732sB is displayed; when the third special display mode 703sB is displayed, the third special specific suggestion image 733sB is displayed; and when the fourth special display mode 704sB is displayed, the fourth special specific suggestion image 734sB is displayed (see Figure 13(a)(b-2) (as an example, an example in which the third special specific suggestion image 733sB is displayed is shown)).

[0061] In this way, if the basic appearance of the pre-changing display 72 and the changing display 71 is configured to change according to the performance mode, etc. (see FIG. 11), a specific suggestion performance will occur in which a specific suggestion image 73 (see FIG. 12) of a corresponding appearance (same category) is displayed (see FIG. 13). This makes it easier to understand that the display appearance of the changing display 71 and the specific suggestion performance (specific suggestion image 73) are related.

[0062] 〇Specific example 1-7 The specific suggestion effect is executed in response to the operation of the operating means (for example, the push button 61 (effect button)). In the specific reach effect, a valid operation period is set during which the operation of the push button 61 is valid, and the player is requested to operate the push button 61. When the push button 61 is operated during the valid operation period (when the operation of the push button 61 during the valid operation period satisfies a predetermined condition), a specific suggestion image 73 corresponding to the display mode of the changing display 71 at that time is displayed. In this case, the time when the push button 61 is operated becomes the reference time. After the valid operation period has begun, the display mode of the changing display 71 is prevented from changing. In this way, an effect is achieved in which an image (specific suggestion image 73) that emphasizes the current display mode of the changing display 71 is displayed due to the player's own actions.

[0063] In addition, in the case of performing the present example, if the operating means is not operated during the valid operation period (if the operation of the push button 61 during the valid operation period does not satisfy the specified conditions), the specific suggestion effect may not be executed (the specific suggestion image 73 may not be displayed), or the specific suggestion effect may be executed (the specific suggestion image 73 may be displayed) when the valid operation period ends.

[0064] 〇Specific example 1-8 During the specific suggestion performance, i.e., while the specific suggestion image 73 is being displayed, the changing display 71 is not displayed (see Figure 14(b)). By doing so, the performance is such that the specific suggestion image 73 (a specific suggestion image 73 of a type corresponding to the display mode of the changing display 71) appears to be displayed instead of the changing display 71 (see Figure 14(a)) that was displayed until just before the reference time was reached. Note that after the specific suggestion performance has ended (the specific suggestion image 73 has been erased), the changing display 71 may be displayed, or the changing display 71 may not be displayed until the target change has ended.

[0065] In this example, it is preferable that the pre-change display 72 is not displayed while the specific suggestion image 73 is being displayed (even if the pre-change win / lose lottery information is stored in the storage means) (see FIG. 14(b)). In other words, even if one or more pre-change displays 72 are displayed until just before the specific suggestion image 73 is displayed, it is preferable that the pre-change display 72 is not displayed while the specific suggestion image 73 is being displayed.

[0066] 〇Specific example 1-9 Even if the reference time point is reached, the specific suggestion effect may not occur. That is, when the reference time point is reached (see FIG. 15(a)), the specific suggestion image 73 of the type corresponding to the display mode of the changing display 71 at that time point may be displayed (see FIG. 15(b-1)), or the specific suggestion image 73 may not be displayed (see FIG. 15(b-2)).

[0067] In this example, when the reference display mode is a display mode that does not have 100% reliability (not the fourth special display mode 704s), it is preferable to set the reliability higher when the specific suggestion image 73 is displayed than when the specific suggestion image 73 is not displayed (this means that when comparing displays with the same reference display mode, the reliability is higher when the specific suggestion image 73 is displayed than when the specific suggestion image 73 is not displayed) (see Figure 15(c)). For example, when the display mode of the varying display 71 at the reference time is the first special display mode 701s (see Figure 15(a)), if a specific suggestion performance is executed, the specific suggestion image 73 displayed will be the first special specific suggestion image 731s, and the setting is such that the probability of the target winning / losing lottery result being a jackpot is higher when the first special specific suggestion image 731s is displayed (see Figure 15(b-1)) than when the first special specific suggestion image 731s is not displayed (see Figure 15(b-2)). In this way, a game feature is realized in which the display of the specific suggestion image 73 functions as a so-called chance up. Note that, as shown in Fig. 15(c), it is preferable that the magnitude relationship of the reliability of each display mode of the varying display 71 is maintained regardless of the presence or absence of a specific suggestion effect (presence or absence of a chance up) (regardless of the presence or absence of a specific suggestion effect, the first special display mode 701s is more reliable than the normal display mode 70n, the second special display mode 702s is more reliable than the first special display mode 701s, and the third special display mode 703s is more reliable than the second special display mode 702s).

[0068] 〇Specific example 1-10 The various specific suggestion images 73 are different in image components other than color. That is, the various specific suggestion images 73 have their own image components other than color. For example, the shape of the various specific suggestion images 73 is different from the shape of other types of specific suggestion images 73. In this way, the type of specific suggestion image 73 (type of specific suggestion presentation) can be clearly distinguished and is easy to understand.

[0069] 〇Specific example 1-11 In addition to color, the various specific suggestion images 73 include image components that suggest the level of reliability. For example, it is conceivable that the image size (the range in which the image is displayed) of a specific suggestion image 73 with a relatively high level of reliability is made larger than that of a specific suggestion image 73 with a relatively low level of reliability (see FIG. 16). As described above, the specific suggestion image 73 emphasizes the final display state of the changing display 71, and by using this example, the specific suggestion image 73 also emphasizes the level of reliability.

[0070] 〇Specific example 1-12 The specific reach effect is a effect in which the player is requested to operate an operating means (for example, a push button 61) (see FIG. 17(b)), and when the operating means is operated during the valid operation period (see FIG. 17(c)), it is triggered to reach a winning / losing notification outcome (see FIG. 17(d-1)(d-2)) (the point at which the operating means is operated during the valid operation period is the winning / losing branching point). In other words, it is a reach effect in which the operation of the operating means is the winning / losing branching point (hereinafter referred to as an operation winning / losing branching reach effect). Since the winning / losing branching point occurs at some point during the valid operation period, the specific suggestion effect is executed before the valid operation period begins (see FIG. 17(a)).

[0071] An operation win / loss branch reach effect may be a prerequisite for a specific reach effect. For example, the reach effects executable by the gaming machine 1 may include one or more reach effects that correspond to an "operation win / loss branch reach effect" and one or more reach effects that do not correspond to an "operation win / loss branch reach effect" (a reach effect in which no operation of the operating means is required for a win / loss branch; hereinafter referred to as a non-operation win / loss branch reach effect). In this case, all reach effects (specific reach effects) in which a specific suggestion effect can occur are configured as "operation win / loss branch reach effects." Players have high expectations for reach effects (operation win / loss branch reach effects) in which a win or loss is determined based on the operation of the operating means (player's actions). Therefore, in such an operation win / loss branch reach effect, a specific suggestion effect in which the display mode of the variable display 71 is emphasized can occur (specific suggestion effects do not occur in non-win / loss branch reach effects).

[0072] 〇Specific example 1-13 The type (pattern) of the display mode that the pre-change display 72 can assume may be different from the type (pattern) of the display mode that the changing display 71 can assume. For example, the changing display 71 can assume any of the first special display mode 701s to the fourth special display mode 704s (four types of special display modes), but the pre-change display 72 cannot assume the first special display mode 701s but can assume any of the second special display mode to the fourth special display mode 704s (three types of special display modes 70s). In other words, a configuration may be provided in which a display mode that the changing display 71 can assume but the pre-change display 72 cannot assume may be provided. Conversely, a configuration may be provided in which a display mode that the pre-change display 72 can assume but the changing display 71 cannot assume may be provided.

[0073] The specific suggestion effect is an effect whose content corresponds to the display mode of the changing display 71 at the reference time, so it is sufficient if a type corresponding to the display mode (normal display mode 70n, special display mode 70s) of the changing display 71 is provided. In other words, for the special display mode 70s which may become the pre-changing display 72 but may not become the changing display 71, there is no need to provide a corresponding specific suggestion effect (specific suggestion image 73).

[0074] 〇Specific example 1-14 When the changing display 71 is in the special display mode 70s, the pre-change display 72 does not become the special display mode 70s (that is, all pre-change displays 72 are in the normal display mode 70n). By doing so, when a specific suggestion effect in which a special specific suggestion image 73s is displayed is executed, the pre-change display 72 is always in the normal display mode 70n, so it is prevented that the player will mistakenly believe that the special specific suggestion image 73s is an effect corresponding to the pre-change display 72.

[0075] 〇Specific example 1-15 During the specific suggestion performance (while the specific suggestion image 73 is being displayed), the during-changing display 71 is displayed, but the pre-change display 72 is not displayed (see Figure 19(b)). In other words, even if pre-change win / lose lottery information is stored in the storage means, the pre-change display 72 is not displayed during the specific suggestion performance. If the pre-change display 72 is displayed, there is a risk of mistaking the specific suggestion performance (specific suggestion image 73) for one that corresponds to the pre-change display 72 (this misunderstanding is particularly likely when one of the pre-change displays 72 is in the same special display mode 70s as the during-change display 71, as in the example shown in Figure 18). To prevent this, the during-changing display 71 that corresponds to the specific suggestion performance (specific suggestion image 73) is displayed, but the pre-change display 72 that is unrelated to the specific suggestion performance is not displayed.

[0076] <Customize display before change / customize display during change> The gaming machine 1 according to this embodiment is equipped with a customization function that can change the occurrence probability of the effects that make up the variable effects. The effects that are the target of the customization function are "pre-variation display change effects" and "variation display change effects." The customization of the "pre-variation display change effects" and "variation display change effects" described below changes the occurrence probability in the normal game state. However, the customization in the specific game state may also be similar.

[0077] The pre-change display change effect is an effect that suggests that the reliability of the corresponding win / loss lottery result (target win / loss lottery result) has increased by changing the pre-change display 72 to a special display mode 70s that is different from the normal display mode 70n (normal state). The pre-change display 72 may change from the normal display mode 70n to one of the special display modes 70s. The pre-change display 72 may also change from a certain special display mode 70s to a special display mode 70s that suggests a higher reliability. Because the pre-change display 72 is displayed before the change effect for the target win / loss lottery result begins, the pre-change display change effect can be said to be a type of so-called pre-reading effect (an effect that suggests the target win / loss lottery result by reading the win / loss lottery information to be used for the target win / loss lottery before the target change begins (before the target win / loss lottery is executed)). In this embodiment, a pre-reading effect customization is provided that changes the probability of occurrence of the pre-reading effect, but the pre-change display change effect is excluded from the pre-reading effect customization (pre-reading effects other than the pre-change display change effect are subject to pre-reading effect customization).

[0078] The display change effect during fluctuation is an effect that suggests that the reliability of the corresponding winning / losing lottery result (target winning / losing lottery result) has increased by changing the display during fluctuation 71 to a special display mode 70s that is different from the normal display mode 70n (normal state). The display during fluctuation 71 may change from the normal display mode 70n to one of the special display modes 70s. The display during fluctuation 71 may also change from a certain special display mode 70s to a special display mode 70s that suggests a higher reliability. The display during fluctuation 71 is displayed after the fluctuation effect for the target winning / losing lottery result has begun, and is not included in the pre-reading effect.

[0079] In this embodiment, "pre-change display customization," which is a customization that changes the probability of a pre-change display change effect, and "during-change display customization," which is a customization that changes the probability of a during-change display change effect, are provided as separate (independent) customizations. It is well known that customizations are provided that change the probability of an effect in which both the pre-change display 72 and the during-change display 71 change as a single entity (considering both the pre-change display 72 and the during-change display 71 as "pending"), but in this embodiment, the probability of a pre-change display change effect and the probability of a during-change display change effect can be changed separately and independently. Note that the pre-change display customization is referred to as "pre-change pending reliability customization," and the during-change display customization is referred to as "relevant change pending reliability customization." In other words, the pre-change display 72 is presented to the player as "pre-change pending," and the during-change display 71 is presented to the player as "relevant change pending."

[0080] In this embodiment, customizations other than pre-change display customization and during-change display customization are also provided. Any operation method may be used to utilize each customization (change settings). In this embodiment, the settings of each customization can be changed by operating the push button 61 and the cross key 62. For example, the settings of each customization can be changed using a screen (customization change screen) such as that shown in FIG. 19 . Although not shown, the screen preferably displays an image explaining the content of each customization. In particular, with regard to pre-change display customization (pre-change pending reliability customization) and during-change display customization (the change pending reliability customization), it is preferable to provide an explanation clearly indicating the difference between the pre-change display 72 (pre-change pending) and the during-change display 71 (the change pending). Furthermore, it is preferable that customization settings can be changed not only during standby (when no change performance is being performed and the display is not changing), but also during change. If customization settings can be changed during change, a small customization image (not shown) is displayed near the outer edge of the display area 911 during change.

[0081] As will be described later, pre-change display customization and during-change display customization can increase the reliability of the pre-change display 72 or during-change display 71 when it becomes the special display mode 70s compared to normal. Therefore, the special display mode 70s (fourth special display mode 704s in this embodiment) whose default reliability (the reliability when "normal" is selected (normal reliability) described below) is 100% is excluded from the target of customization because its reliability does not increase any further. In other words, in this embodiment, the special display modes 70s that are the target of pre-change display customization and during-change display customization are limited to those with a default reliability of less than 100% (first special display mode 701s to third special display mode 703s in this embodiment). (In the following description of pre-change display customization and during-change display customization, the term "special display mode 70s" simply refers to those with a default reliability of less than 100%).

[0082] In this embodiment, the pre-change display customization has two options: "normal" and "UP." "Normal" is the default setting. The "normal" setting is selected immediately after the gaming machine 1 is powered on or immediately after a reset operation. When "UP" is selected, the reliability of the pre-change display 72 changing to the special display mode 70s is higher than normal. In this embodiment, the reliability (normal reliability) of the pre-change display 72 changing to each special display mode 70s when "normal" is set and the reliability (special reliability) of the pre-change display 72 changing to each special display mode 70s when "UP" is set are as shown in FIG. 20(a). For each special display mode 70s, the reliability is higher when "UP" is set than when "normal" is set. Furthermore, in this embodiment, the occurrence probability (probability of each display mode being displayed per one change) of each special display mode 70s is lower when "UP" is set than when "normal" is set. In other words, by setting "UP," each special display mode 70s is less likely to be displayed than when "normal" is set, but when it is displayed, it can be expected that the target win / loss lottery result will be a jackpot. Note that, since the special display mode 70s is less likely to be displayed when "UP" is set than when "normal" is set, the normal display mode 70n is more likely to be displayed when "UP" is set than when "normal" is set.

[0083] In this embodiment, the display customization during fluctuation has two options: "normal" and "UP." "Normal" is the default setting. The setting is "normal" immediately after the gaming machine 1 is turned on or immediately after a reset operation. When "UP" is selected, the reliability of the display during fluctuation 71 when it changes to the special display mode 70s is higher than when it is set to "normal." In this embodiment, the reliability (normal reliability) of the display during fluctuation 71 when it changes to each special display mode 70s when "normal" is set and the reliability (special reliability) of the display during fluctuation 71 when it changes to each special display mode 70s when "UP" is set are as shown in FIG. 20(b). For each special display mode 70s, the reliability is higher when "UP" is set than when "normal" is set. Furthermore, in this embodiment, the occurrence probability (probability of each display mode being displayed per fluctuation) of each special display mode 70s is lower when "UP" is set than when "normal" is set. In other words, by setting "UP," each special display mode 70s is less likely to be displayed than when "normal" is set, but when it is displayed, it can be expected that the target win / loss lottery result will be a jackpot. Note that, since the special display mode 70s is less likely to be displayed when "UP" is set than when "normal" is set, the normal display mode 70n is more likely to be displayed when "UP" is set than when "normal" is set.

[0084] The reliability of each special display mode 70s of the during-change display customization (in this embodiment, the reliability in FIG. 20(b)) is that when each special display mode 70s is achieved during the target change (when the during-change display 71 changes to one of the special display modes 70s during the target change). If the pre-change display 72 is in one of the special display modes 70s before the target change and remains in that special display mode 70s during the target change, the corresponding reliability is the reliability of the pre-change display 72 (pre-change display customization) (the reliability shown in FIG. 20(a)). For example, if the pre-change display 72 is in the first special display mode 701s before the target change, and the during-change display 71 is also in the first special display mode 701s at the start of the target change, and no change in the mode of the during-change display 71 occurs during the target change, the reliability at that time is 5% when "Normal" is set and 30% when "UP" is set. On the other hand, if the changing display 71, which was in the first special display mode 701s at the start of the target change, changes to the second special display mode 702s, the reliability at that time is 25% when "Normal" is set, and 70% when "UP" is set.

[0085] 20(a) and (b), even if the same special display mode 70s is used, the reliability differs depending on whether it is the pre-change display 72 or the during-change display 71. In this embodiment, when both the pre-change display customization and the during-change display customization are "normal," and when both the pre-change display customization and the during-change display customization are "UP," the reliability is higher when the during-change display 71 becomes a certain special display mode 70s than when the pre-change display 72 becomes a certain special display mode 70s. In other words, when comparing the same special display modes 70s, it is more likely that the result of the target winning / losing lottery will be a jackpot when the during-change display 71 becomes the special display mode 70s than when the pre-change display 72 becomes the special display mode 70s. By doing this, the gameplay becomes such that there is more hope of winning the jackpot when the display corresponding to the target win / loss lottery becomes the special display mode 70s after the target change has started, than when the display corresponding to the target win / loss lottery becomes the special display mode 70s before the target change has started (when the special display mode 70s is displayed as a pre-reading effect).

[0086] In this embodiment, the pre-change display customization and the during-change display customization are independent. Even if the pre-change display customization is changed, the reliability (occurrence probability) of the during-change display 71 does not change. Conversely, even if the during-change display customization is changed, the reliability (occurrence probability) of the pre-change display 72 does not change.

[0087] In this way, the gaming machine 1 of this embodiment can separately change the probability that the pre-change display 72 will become the special display mode 70s (the reliability when it becomes the special display mode 70s) and the probability that the changing display 71 will become the special display mode 70s (the reliability when it becomes the special display mode 70s), so that the gameplay can be made closer to what the player prefers.

[0088] Furthermore, as described above, it is publicly known that customization is provided that treats both the pre-change display 72 and the changing display 71 as a single unit (considering both the pre-change display 72 and the changing display 71 as "pending") and changes the probability of the effects changing between them, but there is a problem in that it is difficult to know whether such customization targets only the pre-change display 72 or both the pre-change display 72 and the changing display 71 (such customization is often named "pending customization," but it is difficult to know whether "pending" refers to only the pre-change display 72 or both the pre-change display 72 and the changing display 71). However, if separate customization is provided for the pre-change display 72 and the changing display 71, as in this embodiment, such a problem does not arise.

[0089] Below, we will explain specific examples in which the above-mentioned pre-change display customization and change display customization have been improved, embodied, modified, etc. In addition, to the extent possible, a configuration in which multiple techniques described using the following specific examples are combined and applied may be used.

[0090] 〇Specific example 2-1 In the above embodiment, it has been explained that the special display mode 70s (fourth special display mode 704s) with a default reliability (normal reliability) of 100% is not subject to pre-change display customization or during-change display customization (the occurrence probability does not change even if the customization is changed), but the occurrence probability of the special display mode 70s (fourth special display mode 704s) may be set to change depending on the customization. For example, the setting may be such that the occurrence probability of the fourth special display mode 704s (special display mode with a reliability of 100%) is higher when the during-change customization is "UP" than when it is "normal" (default state).

[0091] 〇Specific example 2-2 When both the pre-change display customization and the during-change display customization are "normal," and when both the pre-change display customization and the during-change display customization are "UP," the reliability is lower when the during-change display 71 becomes a certain special display mode 70s than when the pre-change display 72 becomes a certain special display mode 70s. In other words, when comparing the same special display modes 70s, the setting is such that there is a higher expectation that the target win / loss lottery result will be a jackpot when the pre-change display 72 becomes the special display mode 70s than when the during-change display 71 becomes the special display mode 70s (see FIG. 21). This results in a gameplay in which there is a higher expectation of a jackpot when the display corresponding to the target win / loss lottery becomes the special display mode 70s before the start of the target change (when the special display mode 70s is displayed as a pre-reading effect) than when the display corresponding to the target win / loss lottery becomes the special display mode 70s after the start of the target change.

[0092] 〇Specific example 2-3 The configuration is such that customization (hereinafter referred to as comprehensive customization) (see FIG. 22(a)) targets both the pre-change display 72 and the during-change display 71, and during-change customization (see FIG. 22(b)) targets the during-change display 71 (the pre-change display 72 is not the target of customization). For example, the configuration is such that "normal" (default) and "UP" can be selected as comprehensive customization, and when "UP" is selected, the reliability of the pre-change display 72 and the during-change display 71 when they change to the special display mode 70s is higher (compared to when "normal" is selected (default)) (the probability of the special display mode 70s being achieved is lower). On the other hand, when "UP" is selected as during-change customization, the reliability of the during-change display 71 when it changes to the special display mode 70s is higher (compared to when "normal" is selected (default)) (the probability of the special display mode 70s being achieved is lower) (even when "UP" is selected in during-change customization, the reliability of the pre-change display 72 ... unchanged). By doing this, the pre-change display 72 and the changing display 71 can be customized together, or only the changing display 71 can be customized, thereby improving the entertainment value of the game and the convenience of customization.

[0093] 〇Specific example 2-4 It is assumed that at least one of the following will occur: a change in customization of the display during fluctuation will affect the reliability of the pre-fluctuation display 72, and a change in customization of the display before fluctuation will affect the reliability of the display during fluctuation 71. However, even if such an effect occurs, it is ensured that the reliability is higher when "UP" is selected than when "normal" is selected for each special display mode 70s, and the relationship of the reliability of each display mode (normal display mode 70n<first special display mode 701s<second special display mode 702s<third special display mode 703s<fourth special display mode 704s) is maintained.

[0094] For example, as shown in Fig. 23, the reliability when the changing display 71 becomes a certain special display mode 70s (any of the first special display mode 701s to the third special display mode 703s) is set higher when the pre-change display customization is "UP" (see Fig. 23(b)) than when the pre-change display customization is "normal" (see Fig. 23(a)). In other words, the influence of the pre-change display customization is made to extend to the reliability of the changing display 71.

[0095] 〇Specific example 2-5 When a player changes the pre-change display customization or the during-change display customization, the timing at which the change is actually reflected (reflection timing) can be controlled, for example, as follows.

[0096] The timing for reflecting the pre-change display customization and the timing for reflecting the during-change display customization are the same. For example, the change in customization is actually reflected when notification of all winning / losing lottery results corresponding to the winning / losing lottery information stored in the storage means (winning / losing lottery information during change and winning / losing lottery information before change) is completed at the time the player makes the change.

[0097] Furthermore, unlike the control described above, the timing of reflection of pre-change display customization and during-change display customization are differentiated. For example, with regard to pre-change display customization, since the target of customization is the pre-change display 72, the change in customization is actually reflected when all notification of the win / lose lottery results corresponding to the pre-change win / lose lottery information stored in the storage means is completed at the time the player makes the change. On the other hand, with regard to during-change display customization, since the target of customization is the during-change display 71, the change in customization is actually reflected when notification of the win / lose lottery results corresponding to the during-change win / lose lottery information stored in the storage means is completed at the time the player makes the change (the change effect being executed at the time the player makes the change ends). Regardless of whether pre-change win / lose lottery information is stored (pre-change display 72 exists) at the time the change in during-change customization is made, the change is reflected immediately when notification of the win / lose lottery results corresponding to the during-change win / lose lottery information is completed. In this way, changes to during-change display customization are reflected earlier (compared to changes to pre-change display customization).

[0098] <Find the difference mode> The basic aspects of the variable presentation depend on the presentation mode. The gaming machine 1 according to this embodiment can select a spot-the-difference mode (specific presentation mode) as one of multiple presentation modes. In this embodiment, the spot-the-difference mode can be selected in the second specific game state. The basic aspects of the variable presentation in the second specific game state differ depending on which of the multiple presentation modes is selected. One of the multiple presentation modes is the spot-the-difference mode. Although not shown, in this embodiment, during the jackpot game (unit game) of the second specific jackpot, it is possible to select from multiple candidates the presentation mode to be set in the second specific game state after the jackpot game ends. The presentation mode may also be changed during the second specific game state. Note that the spot-the-difference mode may be configured to be set in another game state. Furthermore, the spot-the-difference mode may be configured to be set automatically, regardless of the player's selection.

[0099] The spot the difference mode is a mode in which a variable effect (see FIG. 24) is executed to encourage the player to "find the difference." That is, in this mode, two matching images are displayed in the display area 911 in a normal state (a state in which the background suggestion effect and the pattern suggestion effect described below are not occurring), and the player is prompted to find whether there is an error (difference) between the two images. In the explanation of the spot the difference mode, elements related to one of the two images will be labeled "A," and elements related to the other will be labeled "B."

[0100] In the spot the difference mode, a part of the display area 911 is set as a display area 911A, and another part is set as a display area 911B. In this embodiment, a dividing line image 11 extending in the vertical direction is displayed so as to divide the display area 911 in approximately two widthwise directions. The left side of the dividing line image 11 is the display area 911A, and the right side is the display area 911B (see FIG. 24(a)).

[0101] Three decorative symbol groups 80g (left decorative symbol group 80gL, center decorative symbol group 80gC, right decorative symbol group 80gR) form a set of decorative symbols. When the spot the difference mode is not in effect (normal variable effect), a set of decorative symbols is displayed (see FIG. 2, etc.). When the spot the difference mode is in effect, a set of decorative symbols (decorative symbol 80A) is displayed in the display area 911A, and another set of decorative symbols (decorative symbol 80B) is displayed in the display area 911B. In the normal state (when the symbol suggestion effect described below is not occurring), the decorative symbol 80A displayed in the display area 911A and the decorative symbol 80B displayed in the display area 911B change in the same manner. That is, in the normal state, each decorative symbol group 80g includes the same pattern of decorative symbol 80 (in this embodiment, three decorative symbol groups 80g having the numbers "1" to "7" are displayed in both the display area 911A and the display area 911B), and these change and are displayed in the same manner. If the fluctuation of decorative pattern 80A and the fluctuation of decorative pattern 80B were to be stopped, they would stop in exactly the same manner no matter when they were stopped (if they were moved in parallel, they would match up perfectly). Display area 911A and display area 911B are approximately the same size and shape, and the position where decorative pattern 80A is displayed in the display area 911A and the position where decorative pattern 80B is displayed in the display area 911B are the same (see FIG. 24(a)).

[0102] A background image 10A is displayed in the display area 911A as the background of the decorative pattern 80A, and a background image 10B is displayed in the display area 911B as the background of the decorative pattern 80B (see FIG. 24(a)). However, the background image 10A and the background image 10B have the same appearance in a normal state (a state in which the background suggestion effect described below is not occurring). The background image 10A and the background image 10B may be moving images, but in a normal state, the two change so that their appearances are the same at all times. The background image 10A and the background image 10B are displayed only in the spot the difference mode (they are background images exclusive to the spot the difference mode). In this embodiment, images including predetermined characters are displayed as the background image 10A and the background image 10B.

[0103] The area in which decorative pattern 80A is variably displayed is less than half of display area 911A. Similarly, the area in which decorative pattern 80B is variably displayed is less than half of display area 911B. In other words, more than half of background image 10A and background image 10B are exposed so as not to be covered by decorative pattern 80. As described above, background image 10A and background image 10B in this embodiment include a predetermined character, and decorative pattern 80A and decorative pattern 80B are variably displayed within a range that does not overlap the face of the character (see FIG. 24(a)).

[0104] Because of this configuration, the effect image A (referring to a combination of decorative pattern 80A and background image 10A) displayed in display area 911A and the effect image B (referring to a combination of decorative pattern 80B and background image 10B) displayed in display area 911B are exactly the same in appearance under normal conditions (when the pattern suggestion effect or background suggestion effect described below is not occurring), and when one is slid toward the other, the two completely match (see Figure 24(a)). Note that elements that are not included in effect image A or effect image B may be displayed in display area 911 (these elements do not correspond to the differences (distinctions) between effect image A and effect image B). Images that are clearly not the subject of the "spot the difference" mode, such as those that simply represent information, those that are displayed across display area 911A and display area 911B, and images that are displayed even outside of the spot the difference mode, are not the subject of the "spot the difference" mode. In the spot the difference mode of this embodiment, for a predetermined period of time (for example, a certain time from the start of the change), the words (title) "Find the mistake" are displayed across display area 911A and display area 911B (see Figure 24(a)), but this is not the target of the change detection. Furthermore, the changing display 71 and the before-change display 72 are also not the target of the change detection. In the spot the difference mode of this embodiment, an area (a reserved area) is secured in which the changing display 71 and the before-change display 72 are displayed, separate from display area 911A and display area 911B. A configuration in which such a reserved area is not provided (a configuration in which the changing display 71 and the before-change display 72 are displayed across display area 911A and display area 911B, or are displayed overlapping one of the areas) may also be used.

[0105] In the spot-the-difference mode, there is a possibility that a difference (discrepancy) may occur between effect image A and effect image B during a change in the target win / loss lottery result (target change). Hereinafter, a change in which a difference occurs between effect image A and effect image B is referred to as a "difference-causing change," and a change in which no difference occurs is referred to as a "non-difference-causing change." In this embodiment, a target change that becomes a "difference-causing change" occurs only when the target win / loss lottery result is a jackpot. In other words, if a difference occurs between effect image A and effect image B, a jackpot is confirmed. On the other hand, in this embodiment, if the target win / loss lottery result is a miss, the target change becomes a "non-difference-causing change." Therefore, in the spot-the-difference mode, the player compares the left and right sides of the display area 911 to search for a "difference" (discrepancy), and if they find one, a jackpot is confirmed. From the player's perspective, even if a difference-causing change occurs, it is not necessarily possible to find the difference between effect image A and effect image B. Therefore, even if no difference is found, the target change may result in a jackpot. In this way, the spot the difference mode is a mode in which the effect of creating a difference between effect image A and effect image B functions as an effect that suggests the result of the lottery.

[0106] In the difference occurrence variation (winning variation), after a "difference" occurs between the effect image A and the effect image B (see FIG. 24(b-1)), an image (confirmation notification image) is displayed to notify the player that the winning / losing lottery result is a jackpot (see FIG. 24(c-1)). The timing at which the "difference" between the effect image A and the effect image B occurs is unpredictable to the player (the "difference" does not occur at a predetermined timing). In the difference occurrence variation, after the "difference" actually occurs, the location of the difference between the effect image A and the effect image B, i.e., the "answer" to the spot-the-difference game, is displayed (see FIG. 24(c-1)). In this embodiment, the distinction between the display area 911A and the display area 911B disappears (the dividing line image 11 is erased), thereby notifying the player of a jackpot. In other words, a winning combination of decorative patterns 80 in which the distinction between the decorative patterns 80A and 80B is no longer distinguishable is displayed (see FIG. 24(c-1)).

[0107] In the non-difference occurring variation, the state in which the effect image A and the effect image B are identical (a state in which no "difference" occurs) is maintained (see Figures 24(b-2) and (c-2)). At the end of the variation, the losing combinations using the decorative pattern 80A and the losing combinations using the decorative pattern 80B are displayed (see Figure 24(c-2)). Whether or not the player finds a "difference" in the difference occurring variation, the result of the target winning / losing lottery will still be a jackpot, so whether or not the player finds the "difference" does not affect the actual profit (expected value of balls won). By finding the "difference," the player can know in advance that they have won a jackpot (before the confirmation notification image is displayed).

[0108] A plurality of events (effects) are provided as candidate events (effects) that may occur as a "difference" between effect image A and effect image B (see Figure 25). When executing a difference occurrence variation, which of the plurality of candidate events (effects) will actually occur is determined by lottery (equal lottery).

[0109] In the case of a difference occurrence variation, a "difference" between effect image A and effect image B may occur in background image 10 (background image 10A and background image 10B). In other words, a difference between effect image A and effect image B may occur in the background of decorative pattern 80, resulting in a background suggestion effect suggesting the result of the lottery. In this embodiment, as a background suggestion effect, some kind of change occurs in background image 10A, which becomes a "difference" between background image 10A and background image 10B. In light of the so-called "spot the difference" game, players will likely expect a "difference" to occur in the background, including characters, etc. (they typically search for differences in the background). Therefore, it can be said that the "difference" caused by the background suggestion effect is easier for players to find than the pattern suggestion effect described below. An example of an event (a change occurring in background image 10A) that occurs as a background suggestion effect is shown in Figure 25. Note that when a background suggestion effect is occurring, no difference occurs between decorative pattern 80A and decorative pattern 80B (the pattern suggestion effect described below together with the background suggestion effect does not occur).

[0110] In this embodiment, the "difference" between effect image A and effect image B may occur in the decorative pattern 80 (decorative pattern 80A and decorative pattern 80B). In other words, the difference between effect image A and effect image B may occur in the decorative pattern 80 itself, resulting in a pattern suggestion effect that suggests the result of the lottery (see FIG. 25). As mentioned above, since the player will likely be paying attention to the background, including the characters, etc., it can be said that the pattern suggestion effect is an effect (event) that is more difficult to find than the background suggestion effect.

[0111] The symbol suggestion effect will now be described. When it is determined that the target variation is a difference-generating variation and that a symbol suggestion effect will be executed for the target variation (that is, the "difference" will be generated in the decorative pattern 80, not the background image 10), the execution timing is determined. One or more timings within a variation effect are designated as candidate timings at which the symbol suggestion effect may occur, and one of these is designated as the execution timing for actually executing (starting) the symbol suggestion effect. In this embodiment, the candidate timings are 1 second after the start of variation, 5 seconds after the start of variation, 10 seconds after the start of variation, 15 seconds after the start of variation, 23 seconds after the start of variation, and 27 seconds after the start of variation. When it is determined that a symbol suggestion effect will be executed, which of the multiple candidate timings will be the execution timing is determined by lottery. For example, if it is determined that the execution timing will be 15 seconds after the start of variation, the decorative pattern 80A is displayed smaller than normal during the period from 15 seconds after the start of variation to 16 seconds after the start of variation. Note that the candidate timings are not displayed to the player in advance. By providing multiple candidate timings, it is made somewhat more difficult to find the symbol suggestion effect.

[0112] In the symbol suggestion effect (see FIG. 26), at the execution timing, a change visible to the player (hereinafter referred to as a special change) occurs in the decorative pattern 80A, but the decorative pattern 80B continues to change without undergoing a special change. That is, in the target change (differential change), the decorative pattern 80A and the decorative pattern 80B are displayed in the same manner until the execution timing is reached (see FIG. 26(a)). When the execution timing is reached, a special change occurs in the decorative pattern 80A, but the decorative pattern 80B does not change, and the previous display of the change continues (see FIG. 26(b)). Note that the special change is temporary. Therefore, after the special change ends, the decorative pattern 80A and the decorative pattern 80B return to the same state of being displayed in the same manner (see FIG. 26(c)). After that, a confirmation notification image is displayed to notify the player of a jackpot (see FIG. 26(d)).

[0113] In this embodiment, a special change occurs as a symbol suggestion effect in which the size of the decorative pattern 80A temporarily changes at the execution timing. Before the execution timing, the decorative patterns 80A and 80B are exactly the same size (decorative patterns 80 of the same type (number) completely match) (see FIG. 26(a)). However, at the execution timing, the size of the decorative pattern 80A temporarily changes. In this embodiment, the size of the decorative pattern 80A decreases for one second (see FIG. 26(b)). In this way, the temporary difference in size between the decorative patterns 80A and 80B occurs as a "difference" (target of spot-the-difference) between the effect image A and the effect image B. To prevent the occurrence of the "difference" from being easily discovered, it is preferable to keep the execution time of the symbol suggestion effect (special change) short, as in this embodiment.

[0114] At the timing when the pattern suggestion effect is executed, the backgrounds of the decorative patterns 80A and 80B are the same. In other words, while the pattern suggestion effect is being executed (while a special change is occurring), there is no difference between the background image 10A and the background image 10B (see Figure 26 (b)). The pattern suggestion effect is intended to create a difference between the effect image A and the effect image B, which are the subject of the spot the difference, in the "decorative pattern 80," so there is no difference in the background.

[0115] Note that the special change may be such that the size of the decorative pattern 80A temporarily increases. However, as in this embodiment, a special change in which the size of the decorative pattern 80A temporarily decreases (see FIG. 26(b)) can be said to be an event that is "harder to find" for the player (it becomes more difficult to play "spot the difference"). Creating a difference between the effect image A and the effect image B in the decorative pattern 80 can be said to be an event that is "harder to find" for the player than creating a difference in the background image 10. However, by using a special change in which the size of the decorative pattern 80A temporarily decreases, as in this embodiment, the degree of "difficulty to find" can be further increased.

[0116] In this way, the spot the difference mode of the gaming machine 1 according to this embodiment is interesting in that a "difference" may occur in the decorative pattern 80 (a pattern suggestion effect may occur) rather than in the background image 10 that the player is likely to be focusing on.

[0117] The following describes specific examples of improvements, specific implementations, and modifications of the above-described spot the difference mode (specific presentation mode). Note that, to the extent possible, multiple techniques described using the following specific examples may be combined and applied.

[0118] 〇Specific example 3-1 As a special change, a symbol suggestion effect occurs in which the size of only some of the decorative symbols 80A changes, rather than all of them (see FIG. 27). That is, at the execution timing, only some of the decorative symbols 80 displayed in the display area 911A change in size, while the remaining decorative symbols 80 remain unchanged (remain unchanged). For example, of the three decorative symbol groups 80g displayed in the display area 911A, the decorative symbols 80 included in the middle decorative symbol group 80gC become smaller in size, while the other decorative symbols 80 remain unchanged (see FIG. 27(b)). By doing so, a symbol suggestion effect (special change) is achieved that is less noticeable to the player (than in the above embodiment).

[0119] 〇Specific example 3-2 Even if the target variation becomes a difference occurrence variation (even if a background suggestion effect or a pattern suggestion effect occurs), the result of the target hit / miss lottery may not necessarily be a jackpot (the reliability is not 100%). When a background suggestion effect or a pattern suggestion effect occurs, the probability that the result of the target hit / miss lottery will be a jackpot increases compared to when they do not occur, but it may be set not to be a jackpot (it is only a so-called chance increase).

[0120] 〇Specific example 3-3 In one variation (difference-generating variation), a "difference" may occur between effect image A and effect image B more than once. For example, in one variation, a pattern change effect in which a special change occurs in decorative pattern 80A may occur more than once (a special change occurs in decorative pattern 80A, decorative pattern 80A returns to its original state, and then a special change occurs again in decorative pattern 80A). This provides a gameplay in which even if a player misses a "difference" between effect image A and effect image B at a certain timing, they may notice that the "difference" has occurred at another timing.

[0121] As in specific example 3-2, if a configuration is adopted in which the result of the target winning / losing lottery does not necessarily result in a jackpot even if a discrepancy occurs (a configuration in which the reliability is not 100%), the reliability may be set to increase the more times that a "difference" occurs between effect image A and effect image B. For example, the more times that a special change occurs in decorative pattern 80A (the number of times that a pattern suggestion effect occurs), the higher the probability that the result of the target winning / losing lottery will result in a jackpot (the probability that an event advantageous to the player will occur). By doing so, a spot-the-difference mode is created in which the player will also pay attention to the number of "differences" that occur.

[0122] 〇Specific example 3-4 Even if the target variation becomes a non-discrepancy variation, the target winning / losing lottery result may be a jackpot. In other words, if the target winning / losing lottery result is a jackpot, the target variation does not necessarily become a discrepancy variation, but it is set to have the possibility of becoming a non-discrepancy variation. In this way, it becomes a spot the difference mode in which you can expect the target winning / losing lottery result to be a jackpot even if the background suggestion effect or the pattern suggestion effect does not occur.

[0123] 〇Specific example 3-5 The background suggestion effect and the symbol suggestion effect may function to suggest the occurrence of an event other than a jackpot that is advantageous to the player. For example, they may occur during a jackpot game (during a round). That is, during a jackpot game, images (image A, image B) are displayed to encourage the player to find the difference, and possible "differences" (mistakes) include differences in the background and differences in the decorative symbols 80. Note that, during a jackpot game, a winning combination of decorative symbols 80 indicating a jackpot (a set of three decorative symbols 80 of the same type) is displayed (two sets are displayed) in each of the display areas 911A and 911B, and a "difference" (special change) may occur in the decorative symbols 80 that make up the winning combination as a symbol suggestion effect.

[0124] 〇Specific example 3-6 In the above embodiment, the symbol suggestion effect is described as a special change occurring in the decorative symbol 80A (without a special change occurring in the decorative symbol 80B). However, a configuration in which a special change occurs in either the decorative symbol 80A or the decorative symbol 80B may also be used. This configuration makes it unclear whether a special change will occur in the decorative symbol 80A or the decorative symbol 80B, resulting in a spot-the-difference mode in which it is difficult to find the occurrence of the symbol suggestion effect. However, by configuring the special change to occur in the decorative symbol 80A but not in the decorative symbol 80B, as in the above embodiment, it can be said that the occurrence of the symbol suggestion effect is relatively easy to find in the spot-the-difference mode.

[0125] 〇Specific example 3-7 It is assumed that there is only one timing at which the special change of the decorative pattern 80A can occur (the execution timing is determined). For example, the special change of the decorative pattern 80A always occurs 10 seconds after the start of the change. However, it can be said that providing multiple candidate timings as in the above embodiment makes it difficult to find the occurrence of the pattern suggestion effect in the spot the difference mode.

[0126] 〇Specific example 3-8 In the above embodiment, it was explained that a change in size of the decorative pattern 80A occurs as a special change (pattern suggestion effect), but instead of or in addition to a change in size of the decorative pattern 80A, it is possible to consider that, for example, the following changes occur as special changes (pattern suggestion effects). (a) Pseudo-stop A special change occurs when the decorative pattern 80A temporarily stops. That is, at the execution timing, the decorative pattern 80A temporarily stops (for example, for about 1 second), but the decorative pattern 80B continues to change and is displayed as a symbol suggestion effect (see FIG. 28(a)). At the execution timing, only a part of the decorative pattern group 80g (for example, the right decorative pattern group 80gR) composed of the decorative pattern 80A may be temporarily pseudo-stopped (see FIG. 28(b)). By doing so, it becomes clear that it is not a so-called pseudo-consecutive event (since a general pseudo-consecutive event is a pseudo-stop of all decorative pattern groups, only a part of the decorative pattern group 80g is pseudo-stopped to clearly distinguish this from the general pseudo-consecutive event). (b) Color change A special change occurs when the color of the decorative pattern 80A temporarily changes. That is, at the execution timing, the decorative pattern 80A temporarily changes to a color different from the normal color (for example, for about 1 second), but the decorative pattern 80B maintains its normal color (the color at the start of the change) as a pattern suggestion effect (see Figure 29(a)). At the execution timing, only some of the decorative symbols 80A may be made to change color different from normal. This makes the special change more difficult to find. In this case, it is preferable to make the color of a specific type of decorative symbol 80 determined in advance change (see FIG. 29(b)). For example, when a reach is achieved, only the decorative symbol 80 with the highest reliability (the "7" decorative symbol 80) changes color, which is made to occur as a special change. (c) Change in direction of fluctuation A special change occurs when the direction of change of the decorative pattern 80A temporarily changes. For example, if the direction of change of the decorative pattern 80A and the decorative pattern 80B in the normal state is "downward," and at the execution timing, the decorative pattern 80A temporarily (for example, for about 3 seconds) changes to an "upward" direction different from the normal direction, but the decorative pattern 80B continues to change to the "downward" direction (see Figure 30(a)). At the timing of execution, only some of the decorative patterns 80A may change in a direction different from normal (for example, the middle decorative pattern group 80gC and the right decorative pattern group 80gR remain changing in the "down" direction, while the left decorative pattern group 80gL changes in the "up" direction) (see Figure 30(b)). By doing this, the directions of change differ between the multiple decorative pattern groups 80g (decorative patterns 80A) displayed as decorative pattern 80A (the changing manner of decorative pattern 80A will appear unnatural), resulting in a presentation in which there is a high probability that a special change will be noticed even if one is looking only at display area 911A. (D) Display position change A special change occurs when the display position of decorative pattern 80A temporarily changes. For example, decorative pattern 80A, which is normally displayed variably at the bottom of display area 911A (below the vertical center), temporarily changes (for example, for about 3 seconds) to the top of display area 911A (above the vertical center) (see FIG. 31(a)). Since decorative pattern 80B continues to be displayed variably in the same position, a pattern suggestion effect is achieved in which the variably displayed position of decorative pattern 80A in display area 911A and the variably displayed position of decorative pattern 80B in display area 911B appear as a "difference." At the timing of execution, only some of the decorative patterns 80A may be displayed in a position different from normal (for example, the left decorative pattern group 80gL and the right decorative pattern group 80gR remain displayed at the bottom of the display area 911A, while the middle decorative pattern group 80gC is displayed at the top of the display area 911A) (see Figure 31(b)).By doing this, the display positions of the multiple decorative pattern groups 80g (decorative patterns 80A) displayed as decorative pattern 80A are different (the display positions of the decorative patterns 80A will appear unnatural), resulting in a presentation in which there is a high probability that the special change will be noticed even if one is looking only at the display area 911A. At the execution timing, a special change may occur in which two sets of "decorative symbol sets including three decorative symbol groups 80g" are displayed in the display area 911B (see FIG. 32). That is, a symbol suggestion effect may occur in which the decorative symbol 80A displayed in the display area 911A (see FIG. 32(a)) appears to have moved to the display area 911B (see FIG. 32(b)). This results in an effect that makes the special change easy to notice. (E) Sudden deletion A special change occurs in which the decorative pattern 80A temporarily disappears. That is, at the execution timing, the decorative pattern 80A is temporarily (for example, for about 3 seconds) erased from the display area 911A (and, naturally, is not displayed in the display area 911B either), but the decorative pattern 80B continues to be displayed in the display area 911B as a symbol suggestion effect (see FIG. 33(a)). At the execution timing, only some of the decorative patterns 80A may be erased (for example, the left decorative pattern group 80gL and the right decorative pattern group 80gR are continuously displayed in a changing manner in the display area 911A, but the middle decorative pattern group 80gC temporarily disappears) (see Figure 33(b)).By doing this, only some of the multiple decorative pattern groups 80g (decorative patterns 80A) displayed as decorative pattern 80A disappear, resulting in a presentation form that makes it highly likely that a special change will be noticed even if the player is only looking at the display area 911A. (F) Reach success A special change occurs when a reach is achieved by the decorative pattern 80A (two of the three decorative pattern groups 80g selected and displayed are of the same type). That is, at the execution timing, a reach is achieved by the decorative pattern 80A in the display area 911A, but a reach is not achieved by the decorative pattern 80B in the display area 911B (they are continuously displayed in a variable manner) (see FIG. 34). In other words, whether or not a reach is achieved is expressed as a "difference" between the effect image A and the effect image B. This results in a performance form that makes it easy to notice the special change.

[0127] If two or more types of special changes can occur, the candidate timings for each special change may be different. For example, for a special change in which the size of the decorative pattern 80A temporarily changes, the candidate timings are 1 second after the change begins, 5 seconds after the change begins, 10 seconds after the change begins, 15 seconds after the change begins, 23 seconds after the change begins, and 27 seconds after the change begins. However, for a special change in which the decorative pattern 80A temporarily stops, the candidate timings are 3 seconds after the change begins, 8 seconds after the change begins, 13 seconds after the change begins, 18 seconds after the change begins, 26 seconds after the change begins, and 30 seconds after the change begins. This results in a presentation form in which the occurrence of a special change is difficult to predict.

[0128] If two or more types of special changes can occur, and the configuration is such that even if a difference-generating variation occurs, as in Example 3-2, the result of the target win / loss lottery does not necessarily result in a jackpot (a configuration in which the reliability is not 100%), the reliability may be set to vary depending on the type of special change that occurs. For example, the probability that the result of the target win / loss lottery will result in a jackpot (the probability that an event advantageous to the player will occur) may be higher if the difference-generating variation occurs as a special change in the size of the decorative pattern 80A than if the difference-generating variation occurs as a special change in the size of the decorative pattern 80A. In this way, a spot-the-difference mode can be created in which the player will also pay attention to the type (content) of the special change when it occurs.

[0129] 〇Specific example 3-9 In the above embodiment, it has been explained that there is no difference in the background between the decorative pattern 80A and the decorative pattern 80B at the timing of execution of the pattern suggestion effect (special change) (i.e., the background suggestion effect is not executed), but it is also possible to configure that there is a difference in the background between the decorative pattern 80A and the decorative pattern 80B at the timing of execution of the pattern suggestion effect (special change) (see FIG. 35). In this way, if there is a difference in the background when the pattern suggestion effect occurs, it can be said that it is easy to find that there is a "difference" between the effect image A and the effect image B.

[0130] However, if this example is used, the difference in the background will be conspicuous, and there is a risk that the player will not notice the difference between the decorative pattern 80A and the decorative pattern 80B (there is a risk that the meaning of generating the symbol suggestion effect will be lost). To eliminate this risk, it is preferable to make sure that there is no difference in the background when the symbol suggestion effect is executed, as in the above embodiment.

[0131] 〇Specific example 3-10 As a symbol suggestion effect, a special change may occur that continues until the end. As in the above embodiment, if a special change occurs in which the decorative symbol 80A becomes smaller than normal, the decorative symbol 80A will remain small until the end. Note that "until the end" here refers to the point where the distinction between the display area 911A and the display area 911B disappears (until the dividing line image 11 is erased). In other words, it refers to the point where it is clear that the "spot the difference" has ended.

[0132] By doing as in this example, the occurrence of a "difference" between the decorative symbols 80A and 80B is indicated until the end of the spot-the-difference mode, and the player is therefore more likely to notice the "difference." Also, the earlier the timing of the execution of the special change (symbol suggestion effect) in the target change (difference occurrence change), the longer the "difference" will last (the more likely the player will notice the "difference").

[0133] Specific example 3-11 In the above embodiment, in the spot the difference mode, when a difference occurrence variation occurs, it is explained that the "answer" to the spot the difference is shown where the difference has occurred between effect image A and effect image B, that is, the "answer" to the spot the difference. However, if a pattern suggestion variation occurs due to a difference occurrence variation (when a "difference" occurs between decorative pattern 80A and decorative pattern 80B due to a special change), the "answer" to the spot the difference is not shown. In other words, when a background suggestion variation occurs (when a difference occurs between background image 10A and background image 10B), the "answer" to the spot the difference is shown, but when a pattern suggestion variation occurs, the "answer" to the spot the difference is not shown.

[0134] Generally, "spot the difference" occurs in images that represent characters, etc., and it is unusual for it to occur in the images that are displayed as the results of the lottery, so the occurrence of a pattern suggestion effect (special change) is not shown as the "answer to spot the difference" (the occurrence of a "difference" in the image is treated as a "hidden effect" (backstage effect), and is not shown as the "answer").

[0135] 〇Specific example 3-12 If the result of the target lottery is a jackpot, the winning combination (winning combination A) of decorative symbols 80A is displayed in display area 911A, and the winning combination (winning combination B) of decorative symbols 80B is displayed in display area 911B (see FIG. 36(a)). In other words, the winning combination is displayed in both display area 911A and display area 911B, and the jackpot is announced.

[0136] In this example, the decorative symbols 80 that constitute the winning combination may have a special change (see FIG. 36(b)). That is, when a special change occurs in the decorative symbols 80A that constitute the winning combination, a "difference" may occur between the decorative symbols 80B that constitute the winning combination (see FIG. 36(b-1)). When such a "difference" occurs in the winning combination (see FIG. 36(b-1)), the probability that an event advantageous to the player will occur thereafter may be set higher than when no "difference" occurs (see FIG. 36(b-2)). For example, the probability that the game state after the end of a jackpot game will be advantageous to the player may be set higher when a special change occurs in the decorative symbols 80A than when no special change occurs in the decorative symbols 80A. In this way, if winning combination A and winning combination B are displayed, the probability that an event advantageous to the player will occur may be suggested.

[0137] 〇Specific example 3-13 The pre-change display 72 and the during-change display 71, which indicate the status of the win / lose lottery information stored in the storage means, are displayed in both the display area 911A and the display area 911B (two sets are displayed) (see Figure 37(a)). That is, the pre-change display 72A and the during-change display 71A are displayed as being included in the performance image A, and the pre-change display B and the during-change display 71B are displayed as being included in the performance image B. By doing this, a spot-the-difference mode is achieved in which two images (performance image A, performance image B) of exactly the same form including the pre-change display 72 and the during-change display 71 are displayed under normal circumstances (the increase or decrease in the win / lose lottery information is reflected in both the display area 911A and the display area 911B).

[0138] In this example, the pre-change display 72 and the during-changing display 71 may not be used as the "difference" between the effect image A and the effect image B (as the target of the spot-the-difference), or they may be used. In the latter case, differences may occur between the appearances of "pre-change display 72A and during-changing display 71A" and "pre-change display 72B and during-changing display 71B." For example, as shown in FIG. 37(b), a change may occur in which either the pre-change display 72A or the during-changing display 71A changes to the special display appearance 70s, but the pre-change display 72B and the during-changing display 71B do not change. Since it is unlikely that the pre-change display 72 or the during-changing display 71 would be the target of the spot-the-difference game, if it is important to create unexpected visual results, the pre-change display 72 and the during-changing display 71 may be the target of the spot-the-difference game.

[0139] On the other hand, since the pre-change display 72 and the during-change display 71 are "information displays" that show the number of winning / losing lottery information pieces, if accuracy as an information display is important, the pre-change display 72 and the during-change display 71 should be configured so that they are not the subject of spot-the-error play (a state like that in Figure 37(b) does not occur). In other words, the display of winning / losing lottery information displayed in the display area 911A and the display of winning / losing lottery information displayed in the display area 911B should always match. If there is an increase or decrease in the number of winning / losing lottery information pieces stored in the storage means, the increase or decrease should be reflected in both the display area 911A and the display area 911B, so that there is no discrepancy between the information displayed in the display area 911A and the information displayed in the display area 911B. In this case, naturally, even when a symbol suggestion effect is occurring, the display of winning / losing lottery information displayed in the display area 911A and the display of winning / losing lottery information displayed in the display area 911B will match.

[0140] In the spot the difference mode (specific presentation mode), when the pre-change display 72 and the during-change display 71 are used as the "differences" (as the targets for finding the difference) between presentation image A and presentation image B, it is also possible to make the following event occur. In the normal state (a change in which no differences occur), the number indicated by the pre-change display 72A and the during-change display 71A displayed in display area 911A (sometimes referred to as the "area A display number") and the number indicated by the pre-change display 72B and the during-change display 71B displayed in display area 911B (sometimes referred to as the "area B display number") are made to match (see Figure 37(a). The state in Figure 37(a) is a state in which "area A display number = area B display number = 5"). "Area A display number = area B display number = number of win / lose lottery information stored in the storage means". That is, in the normal state, both the "before-change display 72A and during-change display 71A" and the "before-change display 72B and during-change display 71B" directly represent the status of the winning / losing lottery information stored in the storage means. Therefore, if there is an increase or decrease in the winning / losing lottery information stored in the storage means, the increase or decrease is reflected in both the display area 911A and the display area 911B.

[0141] Unlike this normal state, a state (specific special state) in which the "area A display count" and the "area B display count" are different can occur due to discrepancy occurrence fluctuations. For example, as shown in Figure 37-1, the area A display count (the number of winning / losing lottery information shown by the pre-change display 72A and the changing display 71A) is "5," but the area B display count (the number of winning / losing lottery information shown by the pre-change display 72B and the changing display 71B) is "4," which can appear as a "difference" in the spot-the-difference game. In other words, the effect is such that it appears to the player as if there is a "difference" (error) in the so-called "number of pending wins." Note that either the "area A display count" or the "area B display count" represents the number of winning / losing lottery information actually stored in the storage means (represents accurate information). In other words, one of display area 911A and display area 911B displays the "correct number," and the other displays a "theatrical number" different from the "correct number" (to create an "error" between display area 911A and display area 911B) (the example shown in Figure 37-1 is an example of a presentation that occurs when the number of win / lose lottery information stored in the storage means is 5, and the number displayed in area A (display area 911A) is the "correct number," and the number displayed in area B (display area 911B) is the "theatrical number" (a false number)).

[0142] In addition, in a specific special state (a state in which a difference appears in the so-called "pending number"), no difference is made in the background image 10 or the decorative pattern 80 (see Figure 37-1). Also, in a specific special state, if the number of winning / losing lottery information stored in the storage means changes, the "area A display number" changes accordingly. On the other hand, the "area B display number," which is the "number for presentation purposes," is controlled to be kept different from the "area A display number," which is the "correct number" (the "area B display number" may be changed as appropriate (resulting in an increase or decrease in the pre-change display 72B)). Also, as long as the "number for presentation purposes" (area B display number) differs from the "correct number," specific special states may occur in which the pre-change display 72B and the changing display 71B are not displayed at all, or in which the changing display 71B is displayed but the pre-change display 72B is not displayed. However, to make it difficult to detect an "error," it is preferable to minimize the difference between the "correct number" and the "number for presentation purposes." Furthermore, the "number of displays in area A" and the "number of displays in area B" may be expressed as numbers themselves, rather than the number of images as in this example. It is also preferable that the "number of displays in area B," which is the "number for presentation purposes" in a specific special state, does not exceed the maximum number of "number of displays in area A." In this example, since the maximum number of pre-change win / lose lottery information stored in the storage means is "4," it is preferable to prevent a state in which five or more pre-change displays 72B are displayed in display area 911B from occurring. Even if it is a "number for presentation purposes," if an unrealistic state occurs as a so-called pending display mode, it becomes an extremely simple "spot the difference" game.

[0143] If the configuration is such that the in-change display 71 (71A, 71B) is not displayed, the number of pre-change displays 72A displayed in the display area 911A becomes the "area A display number," and the number of pre-change displays 72B displayed in the display area 911B becomes the "area B display number." In the normal state, the number of pre-change displays 72A = the number of pre-change win / lose lottery information (stored in the storage means) is controlled to be equal (see Figure 37-2(a)). On the other hand, in a specific special state, the "area A display number" and the "area B display number" are made different (the "area A display number" represents the actual number of pre-change lottery information, while the "area B display number" is considered to be the "number for presentation") (see Figure 37-2(b)). In other words, a specific special state occurs in which the number of pre-change displays 72 is different between the display area 911A and the display area 911B.

[0144] In this way, the spot the difference mode becomes interesting in that the difference may lie in the "number of pendings" rather than the background image 10 which the player is likely to focus on.

[0145] <Character S and game state> In the gaming machine 1 according to this embodiment, an image of a predetermined character (hereinafter, the character will be referred to as a "character S," and an image including a portion representing the character S will be referred to as a character image S (indicated with an "S" in the drawings) (note that the "S" is used to identify (group) the character and various items related to it, and does not itself have any meaning)) may be displayed as an effect constituting a variable effect. The character S may be anything. As an example, it is assumed that the character S is a character that appears in a work (manga, etc.) that is the motif of the gaming machine 1. Multiple types of images (images of the character S in different states) are displayed as the character image S, and it is sufficient that the various images are in a state that allows the player to understand that they include a portion representing the character S (the same character). Furthermore, various character images S may be configured to include two or more characters S (for example, characters S displayed in a group). In the following explanation, an effect in which one of multiple types of character images S is displayed will be referred to as an image effect S.

[0146] In the normal gaming state (see FIG. 3), a normal character image S21 (see FIG. 38(b)), which is one type of character image S, may be displayed. That is, in the normal gaming state, an image effect S (hereinafter referred to as a normal image effect S) in which the normal character image S21 is displayed may occur as an effect constituting a variable effect. The normal character image S21 is different in appearance from the specific character image S22 described later, and is not displayed in the specific gaming state (a character image S exclusive to the normal gaming state).

[0147] In the specific game state (see FIG. 3), a specific character image S (see FIG. 39(b)), which is one type of character image S, may be displayed. That is, in the specific game state, an image effect S (hereinafter referred to as specific image effect S) in which a specific character image S22 is displayed may occur as an effect constituting a variable effect. The specific character image S22 is different in appearance from the above-mentioned normal character image S21, and is not displayed in the normal game state (a character image S exclusive to the specific game state).

[0148] In normal game mode, normal image effect S may occur when the target win / loss lottery result is a jackpot (a win variation) (see Figure 38(a)(b)(c-1)), and may also occur when the target win / loss lottery result is a loss (a loss variation) (see Figure 38(a)(b)(c-2)). In other words, even if normal image effect S occurs in a certain variation, it does not guarantee that the win / loss lottery result corresponding to that variation will be a jackpot (that the benefit of a jackpot (game) will be granted). Note that normal image effect S is not an effect that occurs in all variations (the occurrence probability per variation is not 100%), and when it occurs in a target variation, there is a higher probability that the target win / loss lottery result will be a jackpot than when it does not occur (it is a type of so-called chance-up effect). In addition, two or more types of normal character images S21 with different appearances may be displayed in the normal game state, but no matter which normal character image S21 is displayed, a jackpot will not be determined (no matter what appearance the character S is displayed in, there is no change in the determination of a jackpot).

[0149] On the other hand, in the specific gaming state, the specific image effect S occurs only in a variation in which the target win / lose lottery result is a jackpot (a win variation) (see FIG. 39). In other words, it does not occur in a variation in which the target win / lose lottery result is a loss (a loss variation). Therefore, when the specific image effect S occurs in a certain variation, it is confirmed that the win / lose lottery result corresponding to that variation will be a jackpot (the benefit of a jackpot (game) will be awarded) (it is an effect with 100% reliability). Note that the specific image effect S is not an effect that will always occur in a win variation (the occurrence probability per win variation is not 100%). Furthermore, two or more specific character images S22 with different appearances may be displayed in the specific gaming state, but a jackpot is confirmed regardless of which specific character image S22 is displayed (a jackpot is confirmed regardless of the appearance of the character S).

[0150] In the gaming machine 1 according to this embodiment, as with known gaming machines, a fixed image 20p may be displayed in a winning variation, which fixes the result of the winning / losing lottery as a jackpot (a specific award). A plurality of different types of fixed images 20p are provided as such fixed images 20p (none of the fixed images 20p include the character S). Each of the plurality of fixed images 20p includes an image element of a fixed color as an image component. It is known that a jackpot is confirmed when a rainbow-colored image is displayed in a typical gaming machine. In this embodiment, rainbow colors are also set as the fixed color, and images including the rainbow-colored image elements are set as fixed images 20p (see FIG. 40). The player knows that a jackpot has been confirmed when any type of fixed image 20p is displayed.

[0151] However, the specific character image S22 (specific character image S22) does not include image elements of the fixed color (rainbow color) (meaning that there are no image elements of the fixed color inside or around the image elements representing the character S) (see FIG. 39(b)). In other words, the specific character image S22 does not indicate to the player that a jackpot has been confirmed because an image element of the fixed color is displayed (the specific character image S22 is the same as the multiple types of fixed images 20p in that a jackpot is confirmed when it is displayed, but it does not indicate that a jackpot has been confirmed by the fixed color).

[0152] In addition, while the specific character image S22 is being displayed, no message or the like indicating that the result of the target lottery is a jackpot is displayed. For example, while a message such as "Congratulations" (confirmation message) is displayed to indicate that the result of the lottery is a jackpot, a jackpot confirmation effect (premium effect) is well known, but such confirmation message is not displayed together with the character S.

[0153] Because of this configuration, the character S does not indicate that a jackpot (award of a special bonus) has been confirmed in the normal game state, but functions as an indication that a jackpot (award of a special bonus) has been confirmed in the special game state. In other words, the gaming machine 1 according to this embodiment realizes an interesting gameplay (worldview) in which the character S is promoted from a "non-jackpot confirmed character (non-premium character)" to a "jackpot confirmed character (premium character)" as the game shifts from the normal game state to a more advantageous specialty game state.

[0154] Below, we will explain specific examples in which the above-mentioned matters relating to the character S and the game state have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0155] 〇Specific example 4-1 When a jackpot (so-called initial jackpot) acquired by winning a lottery in a normal game state is a specific jackpot (see FIG. 41(a)), and it is determined that a transition to a specific game state will occur after the jackpot game (see FIG. 41(b)) ends (see FIG. 41(c)), a suggestive character image S24 including an element representing the character S is displayed. For example, it is conceivable that the suggestive character image S24 is displayed (see FIG. 41(b)) during the jackpot game of the specific jackpot acquired as the initial jackpot. The suggestive character image S24 is of a different form from the normal character image S21 and the specific character image S22. Furthermore, the suggestive character image S24 is not displayed in a jackpot that does not transition to a specific game state after the jackpot game ends (normal jackpot). Furthermore, the suggestive character image S24 is displayed regardless of whether the normal image effect S is being executed (the normal character image S21 is being displayed) in the variation that notifies the first jackpot.

[0156] As described above, when the game state shifts from the normal game state to the specific game state, the character S is promoted from a "non-jackpot confirmed character (non-premium character)" to a "jackpot confirmed character (premium character)." To suggest this, the suggestion character S is displayed during the jackpot game of the specific jackpot, which is the first jackpot.

[0157] During a jackpot game of a specific jackpot that is not the first jackpot (a specific jackpot obtained by winning a win / lose lottery in a specific game state), the suggestion character image S24 may not be displayed, or vice versa. If it is not the first jackpot, the game has already transitioned to the specific game state, so if there is no need to display the suggestion character image S24 again, then the former configuration may be used. On the other hand, if the game transitions to the specific game state after the end of the jackpot game, then it is better to display the suggestion character image S24 (every time) not just for the first jackpot, and make the above suggestion, then the latter configuration may be used.

[0158] Specific example 4-2 As mentioned above, the normal image effect S that occurs in the normal game state is not an effect that guarantees a jackpot, but it is an effect with a high degree of reliability that can be expected to result in a jackpot. Specifically, when the normal image effect S occurs in a target change, the reliability of the target win / loss lottery result is set to 50% or more. By doing this, the character S will be recognized as having a high degree of expectation of winning a jackpot (although not a guaranteed jackpot) even in the normal game state, so it will be a natural part of the gameplay (worldview) for the character S to step up to a guaranteed jackpot character (premium character) in the specific game state.

[0159] Specific example 4-3 In the above embodiment, it has been explained that the specific character image S22 does not include an image element of the fixed color, but the specific character image S22 may include an image element of the fixed color, which makes it clearer that the specific character image S22 is an image of a fixed jackpot.

[0160] In the above embodiment, it has been explained that a message indicating that a jackpot has been confirmed (confirmation message) is not displayed while the specific character image S22 is being displayed, but such a message may be displayed while the specific character image S22 is being displayed. By doing so, it becomes clearer that the specific character image S22 is an image indicating that a jackpot has been confirmed.

[0161] However, if the specific character image S22 includes an image element of the confirmation color, it is likely that many players will perceive a jackpot as confirmed by looking at the image element of the confirmation color. Furthermore, if confirmation words are displayed together with the specific character image S22, it is likely that many players will perceive a jackpot as confirmed by looking at the confirmation words. In other words, since players recognize a jackpot as confirmed by looking at the confirmation color and confirmation words rather than the specific content of the image, they are less likely to pay attention to the character S, and are less likely to get the impression that the character S has been promoted to a confirmed jackpot character. Therefore, to enhance the impression that the character S has been promoted to a confirmed jackpot character, it is preferable to prevent the specific character image S22 from including an image element of the confirmation color and to prevent confirmation words from being displayed while the specific character image S22 is displayed, as in the above embodiment.

[0162] 〇Specific example 4-4 The normal character image S21 and the specific character image S22 include common character elements (see FIG. 42). For example, they may include character elements including the name (abbreviation) of the character S (the "circle, triangle, and cross" shown in the drawing are the name of the character S). In order to make the player realize that the character S has been promoted from a "non-jackpot character (non-premium character)" to a "jackpot character (premium character)" as the game shifts from the normal game state to the specific game state, it is necessary for the player to recognize that the normal character image S21 and the specific character image S22 represent the same character. A player who is unaware of the existence of the character S (for example, who is unaware of the work that served as the motif for the gaming machine 1) may not recognize that the normal character image S21 and the specific character image S22 represent the same character. Therefore, the inclusion of common character elements increases the likelihood that the images will be recognized as the same character.

[0163] 〇Specific example 4-5 The effect of displaying the character image S differs between a low-probability game state in which the probability of winning the win / loss lottery is low and a high-probability game state in which the probability is high. Specifically, even if a character image S (a character image S for a low-probability game state) is displayed in a low-probability game state, the result of the target win / loss lottery is not a confirmed jackpot, but when a character image S (a character image S for a high-probability game state (different in appearance from the character image S for a low-probability game state)) is displayed in a high-probability game state, the result of the target win / loss lottery is a confirmed jackpot. By doing so, a gameplay can be realized in which the character S is promoted from a "non-confirmed jackpot character (non-premium character)" to a "confirmed jackpot character (premium character)" as the probability of winning the win / loss lottery shifts from low probability to high probability.

[0164] 〇Specific example 4-6 It is assumed that three or more game states are provided, each with a different degree of advantage to the player. Of these, transitioning to the game state that is most advantageous to the player (best game state) is the condition for character S to be promoted to a "jackpot confirmed character (premium character)." In other words, even if a character image S (a character image S for a non-best game state) is displayed in a game state that is not the best game state (a non-best game state), the result of the target win / loss lottery is not a jackpot confirmed, but when a character image S (a character image S for a best game state (different in appearance from the character image S for a non-best game state)) is displayed in the best game state, the result of the target win / loss lottery is a jackpot confirmed.

[0165] When a normal gaming state, a first specific gaming state, and a second specific gaming state are provided as in the above embodiment, the normal gaming state and the first specific gaming state are non-best gaming states, and the second specific gaming state is the best gaming state, so in the normal gaming state and the first specific gaming state, character S is a "non-jackpot confirmed character (non-premium character)," and in the second specific gaming state, character S is a "jackpot confirmed character (premium character)."

[0166] 〇Specific example 4-7 A provocative effect is generated that suggests that the specific character image S22 may be displayed. That is, a provocative effect (see FIG. 43(b)) is generated, resulting in a display result in which the specific character image S22 is displayed (see FIG. 43(c-1)), or a non-display result in which the specific character image S22 is not displayed (see FIG. 43(c-2)). The provocative effect may be any effect that allows a player to sense that the specific character image S22 may be displayed. For example, a semi-transparent image representing the character S is displayed, and when the display result is reached, it becomes opaque and becomes the specific character image S22, and when the non-display result is reached, it is erased. When the specific character image S22 is displayed, the result of the target win / loss lottery is confirmed as a jackpot, so whether or not the specific character image S22 is displayed is of great interest to the player. Therefore, a provocative effect that determines whether or not the specific character image S22 is displayed is generated, suggesting that the specific character image S22 may be displayed.

[0167] It is also possible to set the target winning / losing lottery result to be a loss if the non-displayed result is reached, or to set the target winning / losing lottery result to have a possibility of being a jackpot even if the non-displayed result is reached. In the former case, whether or not the displayed result is reached is a hype effect in which whether or not the target winning / losing lottery result is a jackpot or not is determined. In the latter case, the player hopes that the displayed result will be reached, but even if the displayed result is not reached, there is still a possibility of a jackpot, which is a hype effect.

[0168] When the normal character image S21 is displayed, the above-mentioned teasing effect may not be generated, or the teasing effect may be generated. Since the display of the normal character image S21 is not a jackpot confirmation effect, unlike the display of the specific character image S22, if emphasis is placed on emphasizing this (clearly distinguishing between the normal character image S21 and the specific character image S22), the teasing effect may not be generated. On the other hand, since the display of the normal character image S21 does not guarantee a jackpot but does increase the chances of winning, if emphasis is placed on this, the teasing effect may be generated as a branching effect as to whether or not the chances of winning will be increased.

[0169] 〇Specific example 4-8 The normal character image S21 and the specific character image S22 are assumed to have different colors of specific parts (the same parts) of the character S (note that the specific parts include not only parts of the character S itself but also things (clothes, etc.) worn by the character S). For example, the specific part is the hair of the character S, and the normal character image S21 has white hair (see FIG. 44(a)), while the specific character image S22 has golden hair (see FIG. 44(b)). This emphasizes that the character image S has been promoted from a "non-confirmed jackpot character (non-premium character)" to a "confirmed jackpot character (premium character)."

[0170] 〇Specific example 4-9 The timing at which the normal character image S21 can be displayed in the normal gaming state and the timing at which the specific character image S22 can be displayed in the specific gaming state are the same. For example, in both the normal gaming state and the specific gaming state, the timing is when a reach is achieved (at the same time as or immediately after the reach is achieved). That is, in the normal gaming state, the normal character image S21 may be displayed when a reach is achieved (see FIG. 45(a)), and also in the specific gaming state, the specific character image S22 may be displayed when a reach is achieved (see FIG. 45(b)).

[0171] By doing so, the character image S is given the impression of being an image that can be displayed at a predetermined timing regardless of the game state. The character image S that can be displayed at such a predetermined timing (when a predetermined condition is met) has different effects depending on the game state (whether or not a jackpot is confirmed), which makes the game more interesting.

[0172] Specific example 4-10 During the specific game state, an image representing the character S (hereinafter referred to as the target character image S) is displayed. The target character image S is an image that is not displayed during the normal game state. Furthermore, the target character image S is an image different from the specific character image S22, and is displayed regardless of whether the specific character image S22 is displayed or not (it is displayed during both winning and losing variations). One example of the target character image S is letters representing the name of the character S. The name of the character S is "〇△×", and during the specific game state, the target character image S including the letters "〇△×" is displayed (see FIG. 46).

[0173] By doing this, the specific game state is a state corresponding to the character S (name: 〇△×) (a state based on the character S), so that if the character S is displayed in the specific game state, it is possible to realize easy-to-understand gameplay in which a jackpot is confirmed.

[0174] Specific example 4-11 A customization function is provided that changes the probability of the effects that make up the variable effects, and as one type of customization function, it is possible to change the probability of the effect (premium effect) that confirms a jackpot when it occurs (premium customization is installed).Premium customization can change the probability of multiple types of premium effects.For example, it is possible to select either the occurrence probability of "normal" or "UP", which has a higher occurrence probability than "normal".

[0175] As described above, when the specific image effect S (display of the specific character image S22) that occurs in the specific gaming state occurs, a jackpot is confirmed. However, the specific image effect S is not subject to premium customization. The character S becomes a character with a confirmed jackpot in the specific gaming state as a result of transitioning to the specific gaming state and being "promoted." In other words, the character S is not always a character with a confirmed jackpot (premium character) (it is not a character with a confirmed jackpot from the normal gaming state). Therefore, the specific image effect S in which the specific character image S22 is displayed is excluded from the scope of premium customization (the probability of the specific image effect S occurring does not change even if the premium customization settings are changed).

[0176] <Additional operation changes> The gaming machine 1 according to this embodiment is capable of executing a hidden operation effect during a variable effect. The hidden operation effect is an effect that utilizes one type of operation means that can be operated by the player (in this embodiment, the push button 61). Note that the hidden operation effect of this embodiment described below occurs in the normal game state. However, this does not mean that it is not possible to have it occur in a specific game state.

[0177] A typical operation effect prompts the player to operate an operation means (displaying in the display area 911 is an operation means image showing the operation means to be operated and an operation mode image showing the operation mode (such as "press," "rapid press," or "long press"). In contrast to this, a so-called "hidden button effect" is well known, which occurs when the operation means (push button 61) is operated without the player being prompted to operate the operation means (push button 61) without both the operation means image and the operation mode image being displayed. The hidden operation effect in this embodiment is a type of such hidden button effect (hereinafter, the hidden operation effect in this embodiment will be referred to as the hidden button effect). Note that the hidden button effect also includes cases where the target operation means is not a "button" (for example, when it is something like a "lever").

[0178] The hidden button effect (see Figures 47 and 48) is an effect (hidden effect) that is not clearly indicated to the player. When the hidden button effect is executed, a specific period (a continuous period from start to end) is set during the variable effect. The specific period is part of the period during which the variable effect is being executed. No image is displayed to the player that clearly indicates that a specific period has been set. Naturally, no image (meter or countdown display) indicating the start or end of the specific period is displayed either. Because the hidden button effect is a "hidden effect," the fact that a specific period has been set (that the specific period is in progress) is not clearly indicated to the player. Players who discover the existence of such a specific period on their own or players who obtain information from a magazine or the Internet can enjoy the effects of the hidden button effect. The gaming machine 1 according to this embodiment is capable of executing multiple types of effects as this type of hidden button effect. The "additional operation change" described in detail below can occur in one of several types of hidden button effects (unless otherwise specified, the hidden button effects (and the specific periods set for said hidden button effects) in the following description refer to those in which said "additional operation change" can occur).

[0179] One or more target effects may occur as effects that make up the variable effects. The specific period is set with the start of the target effect as the trigger. In this embodiment, the title display (displaying the name of the effect at the beginning of the super reach effect) of a specified super reach effect (an effect that may occur when a reach is achieved and whose outcome notifies the result of the lottery) is set as the target effect. In other words, the specific period starts with the title display of the super reach effect that is set as the target effect (see Figures 47(a) and 48(a)). The specific period ends when a predetermined time has passed (for example, 5 seconds).

[0180] In this embodiment, the specific image 26 is displayed when the push button 61 is operated only once (single operation) during the specific period (see FIGS. 47(b)(c) and 48(b)(c)). In other words, the specific period is a valid operation period in which a single operation of the push button 61 is reflected (however, the fact that this is a valid operation period is hidden from the player), and the specific image 26 is displayed when the push button 61 is operated for the first time (hereinafter, sometimes referred to as the "first single operation") after the start of the specific operation period, which is the valid operation period. If the push button 61 is not operated even once throughout the specific period (from the start to the end of the specific period), the specific image 26 will not be displayed. Because this is a hidden effect, if the push button 61 is not operated during the specific period, an image (specific image 26) that indicates its existence will not be displayed (no effect that indicates the existence of the hidden effect to the player will be generated). The hidden button effect is not an effect in which the effect elements step up in stages by repeatedly pressing or holding down the push button 61 (three or more steps (two or more step-ups) may occur). The specific image 26 is always displayed when the first single operation is performed within a specific period (it is not an effect in which the first single operation is triggered by a lottery (a lottery with a winning probability of less than 100%) as to whether or not the specific image 26 will be displayed).

[0181] The specific image 26 (see Figures 47(c) and 48(c)) is an image that suggests the probability that an event advantageous to the player will occur. In this embodiment, it is a type of reliability suggestion image that suggests the target hit / miss lottery result corresponding to the variation (target variation) that caused the back button effect. In other words, it provides a reliability suggestion effect that can only be enjoyed by players who are aware of the existence of the back button effect. Note that the back button effect provides this reliability suggestion effect and does not affect the expected value of balls to be dispensed (whether or not the back button effect is executed (whether or not the special back button effect described below is executed) has no effect on the expected value of balls to be dispensed). The specific image 26 in this embodiment includes a numerical element 25s that suggests the probability (reliability) that the target hit / miss lottery result will be a jackpot. The higher the numerical element 25s, the higher the reliability. The numerical element 25s in this embodiment is a numerical representation of reliability (%). However, the numerical element 25s includes a visual representation of the content corresponding to the magnitude of the reliability (for example, the magnitude of the reliability is represented by the size of a meter).

[0182] In this embodiment, after the specific image 26 is displayed in the back button effect, the push button 61 may be further operated once during the specific period (a second single operation is performed after the start of the specific period (hereinafter sometimes referred to as the "second single operation")), which may trigger the specific image 26 to change to another image 27 (hereinafter this change will be referred to as an "additional operation change"). The back button effects are divided into normal back button effects (see FIG. 47) in which no additional operation change occurs as a result of the second single operation, and special back button effects (see FIG. 48) in which an additional operation change occurs as a result of the second single operation. The player cannot tell whether the normal back button effect or the special back button effect is being executed at the time when the first single operation is performed and the specific image 26 is displayed (at the time of FIG. 47(c) and FIG. 48(c)) (at that time there is no element that can tell whether the normal back button effect or the special back button effect is being executed).

[0183] When the normal back button effect is being executed, the specific image 26 does not change even if a second single operation is performed during the specific period (see FIGS. 47(d)(e)). When the special back button effect is being executed, a change from the specific image 26 to another image 27 (an additional operation change) occurs when a second single operation is performed during the specific period (see FIGS. 48(d)(e)). Even when the special back button effect is being executed, if a second single operation is not performed during the specific period (if the operation of FIG. 48(d) is not performed), the specific image 26 does not change to another image 27 (the specific image 26 remains). Note that, when the special back button effect is being executed, a change from the specific image 26 to another image 27 (an additional operation change) always occurs when a second single operation is performed (it is not the case that a lottery (a lottery with a winning probability of less than 100%) is performed to determine whether or not another image 27 will be displayed when the second single operation is performed).

[0184] Another image 27 (see FIG. 48(e)) includes a numerical element 25s, similar to the specific image 26. The numerical element 25s included in the other image 27 (see FIG. 48(e)) indicates a higher reliability than the numerical element included in the specific image 26 before the change (see FIG. 48(c)). In this embodiment, the numerical value included in the other image 27 is set to be larger than the numerical value included in the specific image 26. In this embodiment, in order to clarify that the other image 27 is a result of a change in the specific image 26, the specific image 26 and the other image 27 include common image components. In this embodiment, the frame of the specific image 26 (specific image frame 26f) and the frame of the other image 27 (other image frame 27f) are set to be the same (see FIGS. 47(c)(e) and 48(c)(e)). In other words, the frames of both images are the same, and the numerical values ​​inside them are different, making it clear that the other image 27 is a result of a change in the specific image 26.

[0185] In the special back button effect, the numerical value contained in the separate image 27 (see FIG. 48(e)) is regarded as the actual reliability. In other words, in the normal back button effect in which the separate image 27 is not displayed, the numerical value contained in the specific image 26 (see FIG. 47(c)) is the "actual reliability." On the other hand, in the special back button effect, the numerical value contained in the specific image 26 (see FIG. 48(c)) represents the "temporary reliability," and the numerical value contained in the separate image 27 displayed upon the second single operation (see FIG. 48(e)) represents the "actual reliability." In the special back button effect, the separate image 27 is not displayed unless the second single operation is performed, so the "actual reliability" cannot be known until the second single operation is performed. From the player's perspective, the special back button effect makes it appear as if the reliability has increased. In this embodiment, in the special back button effect, the larger the "provisional reliability" which is the numerical value of the specific image 26, the larger the "actual reliability" which is the numerical value of the separate image 27 (there is a correlation between the magnitude of the "provisional reliability" and the magnitude of the "actual reliability"). Therefore, the larger the "provisional reliability", the higher the probability that the target win / loss lottery result will be a jackpot. In other words, although the "provisional reliability" does not represent actual reliability, the larger its value, the more likely it is that the target win / loss lottery result will be a jackpot. Therefore, even if a second single operation is not performed in the special back button effect and only the specific image 26 (provisional reliability) is displayed (even if the separate image 27 (actual reliability) is not displayed), a certain degree of reliability suggestion effect is achieved.

[0186] In this embodiment, when the specific image 26 or the other image 27 is displayed, the specific image 26 or the other image 27 is erased when the specific period ends. That is, the specific image 26 or the other image 27 continues to be displayed until the specific period has elapsed, and is erased when the specific period ends. A player who knows about the existence of the specific period can understand that the specific period has ended when the specific image 26 or the other image 27 disappears. Therefore, in the case of a special back button effect, while the specific image 26 is displayed (see FIG. 48(c)), the second single operation (see FIG. 48(d)) triggers the display of the other image 27 (see FIG. 48(e)). The specific image 26 does not continue to be displayed even after the specific period ends (the erasure of the specific image 26 indicates the end of the specific period), so the other image 27 does not suddenly appear. In other words, in this embodiment, during a non-specific period that is not a specific period, a specific image 26 is not displayed in response to a single operation of the push button 61, and a different image 27 is not displayed in response to a single operation of the push button 61.

[0187] Thus, in this embodiment, in the hidden button effect (hidden operation effect), after the specific image 26 is displayed, an additional operation change may occur in which the specific image 26 changes to another image 27. If some image (specific image 26) is displayed in response to a single operation of the push button 61 during a specific period, the player will likely assume that the hidden button effect has occurred (the hidden button effect has been completed). However, if the push button 61 is further operated once, an additional operation change occurs in which the image (specific image 26) changes to another image 27, thereby realizing a gameplay that is surprising (unexpected) for the player. The second single operation that triggers the display of another image 27 does not require the player to perform an operation, and there is no indication that another image 27 may be displayed (no operation request is made in the state of Figure 48(c)). Therefore, the special hidden button effect (the display of another image 27 by an additional operation change) can also be seen as a "hidden button effect with another hidden "hidden button effect" hidden within it."

[0188] The following describes specific examples in which the above-described additional operation changes have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which a plurality of techniques described using the following specific examples are combined.

[0189] Specific example 5-1 It has been explained that the specific image 26 and the other image 27 in the above embodiment include numerical elements 25s that indicate reliability, but they are not limited to this and may be anything that shows some information to the player, and the change from the specific image 26 to the other image 27 in the special back button performance (additional operation change) may be anything that changes the information in question.

[0190] For example, the specific image 26 and the separate image 27 may include text related to the result of the lottery. In a normal back button effect, the specific image 26 (text included in the specific image 26) does not change even if a second single operation is performed during the specific period (see Figures 49(a) to (d)(e-1)). In a special back button effect, a second single operation during the specific period triggers a change in the text (from the text included in the specific image 26 to the text included in the separate image 27) as an additional operation change (see Figures 49(a) to (d)(e-2)).

[0191] Specific example 5-2 A second single operation during the specific period is assumed to be a trigger for an additional operation change. In other words, a first single operation during the specific period is assumed to be a trigger for the specific image 26 to be displayed, and a second single operation during the specific period is assumed to be a trigger for the specific image 26 to change to another image 27 (an additional operation change occurs). If the additional operation change were to occur only in the case of a special back button effect, as in the above embodiment, more players would not notice the additional operation change (players who understand that the specific image 26 will not change even if a second single operation is performed in a normal back button effect will not perform a second single operation, even in the case of a special back button effect, and are therefore more likely to not notice the additional operation change). If it is desired that many players notice the existence of an additional operation change, this example should be used.

[0192] Specific example 5-3 In the special back button performance, when a specific image 26 is displayed and a certain operation means is operated as a second single operation during a specific period, the displayed separate image 27 is different (the content of the additional operation change is different) from when a different operation means (operations in which either the operation object or the operation method is different are considered to be different operation means (different operation means); the same applies below) is operated (see FIG. 50). That is, when the second single operation is the "first operation means" (see FIG. 50(d-1)) while the specific image 26 is displayed (see FIG. 50(c)), the displayed separate image 27 is different from when the second single operation is the "second operation means" (different from the first operation means) (see FIG. 50(d-2)) (in the former case, separate image 27A is displayed (see FIG. 50(e-1)), and in the latter case, separate image 27B is displayed (see FIG. 50(e-2))). One of the first operating means and the second operating means may be the same as the operating means that triggers the display of the specific image 26. For example, a configuration may be considered in which the push button 61 is the first operating means and the special operating unit 65 (a unit that can be pressed (see FIG. 1)) is the second operating means.

[0193] The different image 27A and the different image 27B may have any different appearance. For example, when the first operating means is operated as the second single operation, an additional operation change occurs such that the numerical value representing the reliability increases as in the above embodiment (another image 27A including a numerical element 25s representing the reliability is displayed) (see FIG. 50(e-1)). On the other hand, when the second operating means is operated as the second single operation, a notification (one-shot notification) is made as to whether the target win / loss lottery result is a jackpot or a loss (if it is a jackpot, another image 27B including an image element indicating a win is displayed, and if it is a loss, another image 27B including an image element indicating a loss is displayed) (see FIG. 50(e-2); an example is shown in which another image 27B including the word "confirmed" indicating that the win has been confirmed is displayed).

[0194] By doing as in this example, the special back button effect is an interesting effect in which a different image 27 is displayed (the content of the additional operation change is different) depending on the operating means operated as the second single operation.

[0195] Furthermore, if the setting is such that different image 27A is displayed when the first and second single operations are performed using the same operating means, and different image 27B is displayed when the first and second single operations are performed using different operating means, it can be said that it is more likely that a player will actually operate the same operating means twice, and this results in a presentation in which the player is less likely to notice that different image 27B is being displayed than that different image 27A is being displayed.

[0196] 〇Specific example 5-4 In the special back button effect, the appearance of the specific image 26 displayed upon the first single operation is set to be the same. In the special back button effect, the actual reliability of the target winning / losing lottery result is indicated by the separate image 27 (the information represented by the separate image 27 is important), so the appearance of the specific image 26 before the change can be any, and is set to be the same every time. In other words, in the case of the special back button effect, the appearance of the specific image 26 is the same every time (see Figure 51(a)), and the appearance of the separate image 27 varies depending on the reliability (see Figure 51(b)). Although not shown, in the case of the normal back button effect, the appearance of the specific image 26 triggered by the first single operation can change every time. Note that, in the case of this example, the same appearance of the specific image 26 is displayed every time in the special back button effect, making it easy to notice that it is a special back button effect.

[0197] If the specific image 26 and the separate image 27 include the numerical element 25s as in the above embodiment, in the special back button effect, the specific image 26 includes the same numerical element 25s every time, and the separate image 27 includes different numerical elements 25s depending on the reliability. On the other hand, in the normal back button effect, the specific image 26 includes numerical elements 25s depending on the reliability.

[0198] 〇Specific example 5-5 When a first operating means (e.g., push button 61) is operated (see FIG. 52(b-1)) as a first single operation during a specific period (see FIG. 52(a)), a first specific image 261 is displayed (see FIG. 52(c-1)). However, when a second operating means (e.g., special operation unit 65) is operated (see FIG. 52(b-2)) as a first single operation during the same specific period, a second specific image 262 is displayed (see FIG. 52(c-2)). The first specific image 261 and the second specific image 262 are different. For example, the first specific image 261 includes a numerical value (numerical element 25s) that suggests reliability, and the second specific image 262 includes a character that suggests reliability.

[0199] In the case of the special back button effect, if the first operating means is operated as a second single operation while the first specific image 261 is displayed (see FIG. 52(d-1)), an additional operation change occurs in which the first specific image 261 changes to a first different image 271 (see FIG. 52(e-1)), and if the second operating means is operated as a second single operation while the second specific image 262 is displayed (see FIG. 52(d-2)), an additional operation change occurs in which the second specific image 262 changes to a second different image 272 (see FIG. 52(e-2)). The first different image 271 and the second different image 272 are different, and the first different image 271 corresponds to the first specific image 261, and the second different image 272 corresponds to the second specific image 262. If the first specific image 261 includes a numerical value (numerical element 25s) suggesting reliability and the second specific image 262 includes a character suggesting reliability, then the first different image 271 includes a numerical value (numerical element 25s) suggesting a higher reliability than the first specific image 261, and the second different image 272 includes a character suggesting a higher reliability than the second specific image 262. In other words, if a first single operation and a second single operation are performed with the same operating means within a specific period, a different image 27 is displayed, and the different image 27 corresponds to the type of operating means. In this way, not only is the type of specific image 26 (either the first specific image 261 or the second specific image 262) corresponding to the operating means used displayed, but if the same operating means is operated again, a different image 27 (either the first different image 271 or the second different image 272) corresponding to the operating means is displayed, resulting in an interesting presentation.

[0200] 〇Specific example 5-6 If a specific image 26 or another image 27 is displayed during a specific period, the specific image 26 or another image 27 is set to remain displayed even after the end of the specific period. For example, the specific image 26 or another image 27 remains displayed until a predetermined time (e.g., 3 seconds) has elapsed since the end of the specific period. The specific period is not a period that is clearly indicated to the player, and the timing when the specific image 26 is displayed (the timing when the first single operation is performed) or the timing when the other image 27 is displayed (the timing when the second single operation is performed) may be near the end of the specific period. Therefore, the specific image 26 or another image 27 is set to remain displayed even after the end of the specific period. In particular, the other image 27 requires two single operation of the effect button during the specific period due to the special hidden button effect (an additional single operation must be performed after the specific image 26 is displayed), so the time when the other image 27 is displayed is likely to be near the end of the specific period. Therefore, the significance of this example is great.

[0201] In this example, since the specific period may have already ended even when the specific image 26 is displayed, a situation may arise in which, in the case of a special back button effect, a single operation of the push button 61 while the specific image 26 is displayed does not change the image to another image 27. In other words, even if a second single operation is performed (see FIG. 53(d)) while the specific image 26 is displayed (see FIG. 53(c)), this may occur after the specific period has ended, and therefore, a case may arise in which the specific image 26 does not change even when a second single operation is performed while the specific image 26 is displayed (see FIG. 53(e-1)) (if the second single operation is within the specific period, the specific image 26 changes to another image 27 (additional operation change) (see FIG. 53(e-2))). In other words, compared to the above embodiment, there will be more cases where the specific image 26 does not change even if a second single operation is performed while the specific image 26 is displayed (the player will be more likely to perceive the second single operation as meaningless), so it may be more difficult for the player to notice the existence of an additional operation change (special hidden button effect).

[0202] 〇Specific example 5-7 Assume that during the specific period (see FIG. 54(a)) in the special hidden button effect, the push button 61 is operated for the first time (see FIG. 54(b)), and the specific image 26 is displayed (see FIG. 54(c)). In this case, an image (additional operation suggestion image 28) suggesting that the push button 61 be operated again (perform a second single operation) is displayed together with the specific image 26 (see FIG. 54(c)). The additional operation suggestion image 28 is an image suggesting that the push button 61 be operated again (second single operation). For example, it is conceivable that an image representing the push button 61 (the operating means to be operated) is displayed as the additional operation suggestion image 28. Because the hidden button effect is a "hidden effect," the start of the specific period and a request to operate the operating means (push button 61) are not made (no operation request corresponding to the first single operation is made). However, since the special back button effect is difficult for players to notice, a suggestion is made to operate the push button 61 again (doing it again will cause some kind of change) while the specific image 26 is displayed. This makes it easier for players to notice the existence of the additional operation change (special back button effect).

[0203] 〇Specific example 5-8 During the specific period of the hidden button effect, a general operation effect may occur in which the player is required to operate the push button 61 (the operation means that is the target of the hidden button effect). If the push button 61 is operated during the operation valid period of the operation effect, it will not be treated as an operation for the hidden button effect (first single operation, second single operation) even if it occurs during the specific period. In other words, for the general operation effect, an event corresponding to the operation will occur, but for the hidden button effect, an event corresponding to the operation (display of the specific image 26 or another image 27) will not occur. This prevents the player from accidentally noticing the existence of the hidden button effect as a result of performing an operation to respond to the general operation effect.

[0204] Conversely, if the operation of the push button 61 is an operation during the valid operation period of the general operation effect and also during the specific period, it can be considered that it is treated as an operation of the general operation effect (an event corresponding to that operation occurs) and also as an operation of the hidden button effect. By doing so, a player may accidentally become aware of the existence of the hidden button effect as a result of performing an operation corresponding to the general operation effect, so this is effective when it is desired to make as many players as possible aware of the existence of the hidden button effect.

[0205] 〇Specific example 5-9 The specific image 26 and the separate image 27 are different in parts other than the numerical element 25s (they are also different in their basic form) (an additional operation change is assumed to result in a change in the basic form). For example, the specific frame image and the separate frame image may be different in color (see FIG. 55(a)). Also, the overall size of the image may be larger than that of the specific image 26 and the separate image 27 (see FIG. 55(b)). By doing so, it becomes clearer that a second single operation is performed in the special back button effect, and a change from the specific image 26 to the separate image 27 (an additional operation change) has occurred.

[0206] <Combined Production> In this embodiment, a composite effect may occur as an effect that constitutes a variable effect. Note that this composite effect occurs in a normal gaming state. However, this does not mean that it may occur in a specific gaming state. The composite effect includes a first selection effect (first selection effect) and a second selection effect (second selection effect). In the first selection effect and the second selection effect, one of multiple options is automatically selected, and in this embodiment, after a selection in the first selection effect, a selection in the second selection effect occurs. Therefore, in the composite effect, the first selection effect is an effect in which a selection is made first (first effect), and the second selection effect is an effect in which a selection is made later (second effect).

[0207] In the first selection effect, one of a plurality of candidate images (images representing options) is automatically selected (the player is not able to arbitrarily select a candidate image of his / her choice) (see Figures 56(c)(d) and 58(c)(d)). Hereinafter, the image (one of the candidate images) selected in the first selection effect will be referred to as the first selected image 13 (first selected image). In the second selection effect, one of a plurality of candidate images (images representing options) is also automatically selected (the player is not able to arbitrarily select a candidate image of his / her choice) (see Figures 56(f), 57(a-1),(a-2), 58(f), 59(a-1),(a-2)). Hereinafter, the image (one of the candidate images) selected in the second selection effect will be referred to as the second selected image 14 (second selected image). In both the first selection effect and the second selection effect, candidate images that may be selected are displayed in a changing manner, and then the changing stops to indicate that one of them has been selected (a roulette-like effect).

[0208] The composite effect can be executed in two or more different states (it may be executed in a certain state, or in a state different from that certain state). Specifically, it is as follows. In this embodiment, it can occur in a battle effect (see Figures 56 to 59) in which an ally character (indicated with the character "aji" in the drawings) who is a character on the player's side fights an enemy character. In the battle effect, a victory of the ally character is considered to be a favorable ending that is favorable to the player (see Figures 57(c-1) and 59(c-1)), and a defeat of the ally character (a victory of the enemy character) is considered to be an unfavorable ending that is unfavorable to the player (see Figures 57(c-2) and 59(c-2)). (Note that a favorable ending includes a so-called reversal (resurrection) pattern in which an unfavorable ending appears to have been reached but is then reversed.) The battle effect in this embodiment occurs as a type of so-called reach effect (announcing the result of the win / loss lottery depending on the type of outcome), and if the target win / loss lottery result (the win / loss lottery result corresponding to the fluctuation that causes the battle effect) is a jackpot, it will result in a favorable outcome, and if it is a miss, it will result in an unfavorable outcome. Note that using this type of reach effect (announcing the result of the win / loss lottery depending on the type of outcome) as the battle effect is merely one example. It may also be a battle effect in which the probability that the target win / loss lottery result will be a jackpot is higher when a favorable outcome is reached than when an unfavorable outcome is reached (even if a favorable outcome is reached, it does not necessarily result in a jackpot).

[0209] As battle effects, battle effect A (see FIGS. 56-57) in which a character fights an enemy character A (indicated in the drawings with the letters "enemy A"), and battle effect B (see FIGS. 58-59) in which a character fights an enemy character B (indicated in the drawings with the letters "enemy B") of a type different from enemy character A, can be generated. Battle effect A and battle effect B are states in which different images are displayed (the state in which battle effect A is executed is "state A," and the state in which battle effect B is executed is "state B" (different from state A)). In battle effect A, a state-corresponding image A is displayed, which is an image (unique image) that is not displayed in battle effect B. On the other hand, in battle effect B, a state-corresponding image B is displayed, which is an image (unique image) that is not displayed in battle effect A. The state-corresponding image A is an image that includes enemy character A (but does not include enemy character B). The state-corresponding image B is an image that includes enemy character B (but does not include enemy character A). The state-corresponding image A and the state-corresponding image B can also be said to be background images of the decorative pattern 80.

[0210] In this embodiment, the probability that the result of the target hit / miss lottery will be a jackpot (the reliability at the time the battle performance occurs (the time when the first attack and second attack described below are unknown)) is higher for battle performance B than for battle performance A.

[0211] In this embodiment, the composite effect is an effect in which an ally character selects a method of attacking an enemy character. A first attack (hereinafter referred to as a first attack) is selected in the first selection effect (see FIGS. 56(c)-(e) and 58(c)-(e)), and a second attack (hereinafter referred to as a second attack) is selected in the second selection effect (see FIGS. 56(f)-57(b-1) / (b-2) and 58(f)-59(b-1) / (b-2)). The candidate images indicate the types of attacks. That is, the attack indicated by the image selected in each selection effect (first selection image 13, second selection image 14) is unleashed by the ally character against the enemy character. In this embodiment, three types of attacks (candidate image types) are provided: "Attack P," "Attack Q," and "Attack R." In this embodiment, in both battle effect A and battle effect B, the options (candidate images) shown in the first selection effect are the same as the options (candidate images) shown in the second selection effect. Furthermore, the options (candidate images) shown in the first selection and second selection effects of battle effect A are the same as the options (candidate images) shown in the first selection and second selection effects of battle effect B. The form of each attack (candidate image) may be any form, as long as the player can understand that they are different from each other.

[0212] Enemy character A and enemy character B are assumed to have different characteristics. Enemy character A is a character that is weak when the first attack and the second attack are the same (when the same type of attack is used twice in succession). In other words, in battle presentation A (state A), the reliability (probability of reaching a favorable outcome) is set to be higher when the first selection image 13 and the second selection image 14 are the same type (see FIG. 57(a-1)) than when they are different types (see FIG. 57(a-2)). As shown in FIG. 60(a), in battle presentation A (state A), any pattern in which the first selection image 13 (first attack) and the second selection image 14 (second attack) are the same type (either both are "attack P," both are "attack Q," or both are "attack R") is more reliable than any pattern in which the first selection image 13 (first attack) and the second selection image 14 (second attack) are different types.

[0213] On the other hand, enemy character B is a character that is weak when the first attack and the second attack are different. In battle presentation B (state B), the reliability (probability of reaching a favorable outcome) is set to be higher when the first selected image 13 and the second selected image 14 are different (see FIG. 59(a-2)) than when they are the same (see FIG. 59(a-1)). As shown in FIG. 60(b), in battle presentation B (state B), any pattern in which the first selected image 13 (first attack) and the second selected image 14 (second attack) are different has a higher reliability than any pattern in which the first selected image 13 (first attack) and the second selected image 14 (second attack) are the same.

[0214] In this embodiment, all of the multiple types of candidate images ("Attack P," "Attack Q," and "Attack R") shown in the first selection effect are also shown as candidate images in the second selection effect. Therefore, no matter which candidate image is selected as first selection image 13 in the first selection effect, there is a possibility that the same type of candidate image will be selected as second selection image 14 in the second selection effect.

[0215] In this embodiment, in battle performance A (see FIGS. 56 and 57), no display is made to indicate the characteristics of enemy character A (a display that suggests that they are weak to the same attack). Similarly, in battle performance B (see FIGS. 58 and 59), no display is made to indicate the characteristics of enemy character B (a display that suggests that they are weak to different attacks). By obtaining information about the characteristics from magazines, the Internet, etc., battle performance A and battle performance B can be further enjoyed.

[0216] As explained above, the composite presentation in this embodiment is interesting in that whether it is preferable that the first selection image 13 selected in the first selection presentation and the second selection image 14 selected in the second selection presentation are the same type or different types differs depending on the state in which the composite presentation is executed (the type of battle presentation).

[0217] The following describes specific examples in which the above-described composite effects have been improved, embodied, modified, etc. It should be noted that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0218] 〇Specific example 6-1 It is also possible to have a composite effect in which the combination of multiple candidate images shown as options in the first selection effect does not match the combination of multiple candidate images shown as options in the second selection effect. In this case, if a candidate image that is shown as an option in only one of the first selection effect and the second selection effect is selected, there is no possibility that the first selection image 13 and the second selection image 14 will be the same type.

[0219] Regardless of the type of first-selection image 13 in the first-selection effect, as long as there is still the possibility that the first-selection image 13 and the second-selection image 14 will be the same type, all of the multiple candidate images shown in the first-selection effect can be shown as candidate images in the second-selection effect as well. For example, a configuration is conceivable in which three candidate images, "Attack P," "Attack Q," and "Attack R," are shown as candidate images in the first-selection effect, and four candidate images, "Attack P," "Attack Q," "Attack R," and "Attack S," are shown as candidate images in the second-selection effect (see FIG. 61). In particular, in battle effect A, where it is more pleasing to the player if the first-selection image 13 and the second-selection image 14 are the same type (rather than being different types), it is preferable to use such a first-selection effect and a second-selection effect.

[0220] 〇Specific example 6-2 The combination of a plurality of types of candidate images shown as options in the first selection performance and the combination of a plurality of types of candidate images shown as options in the second selection performance can be changed every time a composite performance occurs.

[0221] In this example, the probability that the first-selected image 13 and the second-selected image 14 will be the same type can be suggested depending on the number of images (overlapping candidate images) shown as candidate images in both the first-selection presentation and the second-selection presentation. For example, as shown in Figure 62, (a) A composite effect in which the candidate images for the first selection are "Attack P," "Attack Q," and "Attack R," and the candidate images for the second selection are "Attack P," "Attack Q," and "Attack S." (b) A composite effect in which the candidate images for the first selection are "Attack P," "Attack Q," and "Attack R," and the candidate images for the second selection are "Attack P," "Attack Q," "Attack R," and "Attack S." If it is possible that In the composite effect of (a), two types of "attack P" and "attack Q" are shown in both the first-selection effect and the second-selection effect, while in the composite effect of (b), three types of "attack P," "attack Q," and "attack R" are shown in both the first-selection effect and the second-selection effect. Therefore, the composite effect of (b) is set to be more likely to have the first-selection image 13 and the second-selection image 14 be of the same type than the composite effect of (a).

[0222] Specific example 6-3 In the above embodiment, the composite effect occurs when a battle effect is being executed. However, this is not limited to this. It is sufficient if the composite effect occurs in each of two or more states (states in which unique state-corresponding images are displayed) that the player can clearly distinguish between. For example, the composite effect is set to occur in both a state (state A) in which "Stage A" (mode A) is set, in which background A (state-corresponding image A) featuring character A is displayed, and a state (state B) in which "Stage B" (mode B) is set, in which background B (state-corresponding image B) featuring character B is displayed. In the state in which "Stage A" is set, the first-selected image 13 and the second-selected image 14 are set to be the same type, which is more reliable than when they are different types. In the state in which "Stage B" is set, the first-selected image 13 and the second-selected image 14 are set to be different types, which is more reliable than when they are the same type.

[0223] Specific example 6-4 In the combined effect of battle effect A (state A), a display (suggestion display A) is displayed suggesting that the reliability is higher when the first-selected image 13 and the second-selected image 14 are the same type than when they are different types. This allows the user to know the characteristics of the combined effect in battle effect A (state A) without obtaining information from a magazine or the Internet. Suggestion display A may be generated while battle effect A is being executed (during state A), or may be executed when battle effect A is not being executed (during a variable effect). An example of suggestion display A is to indicate the characteristics of enemy character A to suggest that it is preferable for the first-selected image 13 and the second-selected image 14 to be the same type (for example, by indicating enemy character A and displaying "weak to the same attack" (see FIG. 63(a))). Furthermore, in battle effect A, before indicating which candidate image will be selected as the second-selected image 14, a display may be displayed suggesting that it is preferable for the second-selected image 14 to be the same type as the first-selected image 13 (for example, by displaying "same attack, chance" (see FIG. 63(b))).

[0224] 〇Specific example 6-5 In the combined effect of battle effect B (state B), a display (suggestion display B) is displayed suggesting that the reliability is higher when the first-selected image 13 and the second-selected image 14 are different than when they are the same. This allows the user to know the characteristics of the combined effect in battle effect B (state B) without obtaining information from a magazine or the Internet. Suggestion display B may occur while battle effect B is being executed (during state B), or may be executed when battle effect B is not being executed (during a variable effect). An example of suggestion display B is to indicate the characteristics of enemy character B to suggest that it is preferable for the first-selected image 13 and the second-selected image 14 to be different (for example, by pointing to enemy character B and displaying "weak to different attacks" (see FIG. 64(a))). Furthermore, in battle effect B, before it is indicated which candidate image will be selected as the second-selected image 14, a display suggesting that it is preferable for an image different from the first-selected image 13 to be used as the second-selected image 14 (for example, by displaying "a chance with a different attack" (see FIG. 64(b))) may be displayed.

[0225] 〇Specific example 6-6 In the composite effect that occurs in battle effect A (state A), if the first selected image 13 and the second selected image 14 are the same type, the reliability is set to 100% (the target hit / miss lottery result is a confirmed jackpot). By doing this, in battle effect A (state A), it is extremely important that the first selected image 13 and the second selected image 14 are the same type.

[0226] In this case, in battle performance A (state A), if the first selected image 13 and the second selected image 14 are different types, the result of the target winning / losing lottery may be determined to be a losing result. In this way, the composite performance in battle performance A (state A) becomes a performance form in which whether the first selected image 13 and the second selected image 14 are the same type becomes the turning point for winning or losing (the dividing line between winning and losing).

[0227] 〇Specific example 6-7 In the composite effect that occurs in battle effect A (state A), if the first-selected image 13 and the second-selected image 14 are the same type, if they are a certain type (one or two types) of candidate image, the reliability is set to 100% (the target hit / miss lottery result is a guaranteed jackpot), but if they are a different type of candidate image from the certain type, the reliability is set to less than 100% (the target hit / miss lottery result may be a miss). For example, if the first-selected image 13 and the second-selected image 14 are the same type, "Attack R," the reliability is set to 100%, and if the first-selected image 13 and the second-selected image 14 are the same type, "Attack P" or "Attack Q," the reliability is set to less than 100%. In this case, the effect is such that the player will pay attention to which type the first-selected image 13 and the second-selected image 14 are.

[0228] 〇Specific example 6-8 A composite effect is created in which the candidate image for the first selection effect and the candidate image for the second selection effect are displayed together (at the same time) (option presentation stage) (see Figure 65(a)), after which it is shown that the first selection image 13 has been selected (see Figure 65(b)), and further after that it is shown that the second selection image 14 has been selected (see Figure 65(c)). By doing this, the player is given a hint in advance at the option presentation stage that the options (candidate images) for the first selection effect and the options (candidate images) for the second selection effect are of the same type (the player can understand in advance that there is a possibility that the same option will be selected in the first selection effect and the second selection effect), resulting in a more understandable presentation format.

[0229] 〇Specific example 6-9 A composite effect is achieved in which the timing of presentation of the selected image in one selection effect is the same as the timing of presentation of the selected image in the other selection effect. That is, a composite effect is achieved in which candidate images for the two selection effects are displayed together (at the same time) (option presentation stage) (see FIG. 66(a)), and the results (selected images) of the two selection effects are displayed together (see FIG. 66(b)). (Note that with this configuration, the concepts of first selection effect (first effect) and second selection effect (second effect) as in the above embodiment are eliminated.) This results in an easy-to-understand effect form in which it is possible to immediately determine whether the selected images in the two selection effects are the same type.

[0230] 〇Specific example 6-10 In battle presentation A (state A), when the first-selected image 13 and the second-selected image 14 are the same type, the type of the candidate images does not affect the reliability for at least some of the candidate images. For example, in battle presentation A, the reliability is set to be the same when the first-selected image 13 and the second-selected image 14 are both "Attack P" and when the first-selected image 13 and the second-selected image 14 are both "Attack Q" (see FIG. 67). This provides an easily understandable presentation in which what is important is that the first-selected image 13 and the second-selected image 14 are the same type, and the type of the selected candidate image is not important (at least for some candidate images). Note that, as shown in FIG. 67(a), it is also possible to set the reliability to be the same regardless of which candidate image is selected as the first-selected image 13 and the second-selected image 14. Alternatively, as shown in FIG. 67(b), it is also possible to set the reliability to be the same for some of the candidate images ("Attack P" and "Attack Q") but different for the other candidate image ("Attack R").

[0231] 〇Specific example 6-11 In the composite effect, when the first selected image 13 and the second selected image 14 become the same type (see Figure 68(a) → (b-1)), an effect that emphasizes this (same type emphasis effect) (see Figure 68(b-1)) can occur. This effect emphasizes that the first selected image 13 and the second selected image 14 have become the same type, and therefore does not occur (see Figure 68(b-2)) when the first selected image 13 and the second selected image 14 become different types (see Figure 68(a) → (b-2)). The same type emphasis effect can take any specific form as long as it is unique to the effect (Figure 68(b-1) shows an example in which the display of an image including the words "Same attack occurs" is used as a same type emphasis effect).

[0232] In this example, regardless of the type of battle effect (state) in which the composite effect is executed, it is conceivable that a same-type emphasis effect will occur if the first selected image 13 and the second selected image 14 are of the same type.

[0233] On the other hand, in a different situation, in battle performance A where it is preferable that the first selected image 13 and the second selected image 14 are the same type (state A), a same-type emphasis effect occurs when the first selected image 13 and the second selected image 14 are the same type, but in battle performance B where it is preferable that the first selected image 13 and the second selected image 14 are different types, a same-type emphasis effect does not occur even if the first selected image 13 and the second selected image 14 are the same type. In other words, it is conceivable that a same-type emphasis effect will occur (occur as an effect that emphasizes an advantageous situation) only in situations where it is advantageous for the first selected image 13 and the second selected image 14 to be the same type (compared to them being different types).

[0234] 〇Specific example 6-12 In the composite effect, when the first selected image 13 and the second selected image 14 become different types (see FIG. 69(a)→(b-2)), an effect that emphasizes this (different type emphasis effect) (see FIG. 69(b-2)) may occur. This effect emphasizes that the first selected image 13 and the second selected image 14 have become different types, and therefore does not occur (see FIG. 69(b-1)) when the first selected image 13 and the second selected image 14 become the same type (see FIG. 69(a)→(b-1)). The different type emphasis effect may take any specific form as long as it is unique to the effect (FIG. 69(b-2) shows an example in which the display of an image including the words "Another attack has occurred" is used as a different type emphasis effect).

[0235] In this example, regardless of the type of battle effect (state) in which the composite effect is executed, it is possible to have a different type emphasis effect occur when the first selected image 13 and the second selected image 14 are different types.

[0236] On the other hand, in a different battle performance B where it is preferable that the first selected image 13 and the second selected image 14 are different types (state B), a different-type emphasis effect occurs when the first selected image 13 and the second selected image 14 are different types, but in a battle performance A where it is preferable that the first selected image 13 and the second selected image 14 are the same type (state A), a different-type emphasis effect does not occur even if the first selected image 13 and the second selected image 14 are different types. In other words, it is conceivable that a different-type emphasis effect occurs (occurs as an effect that emphasizes an advantageous situation) only in situations where it is advantageous for the first selected image 13 and the second selected image 14 to be different types (compared to them being the same type).

[0237] 〇Specific example 6-13 For at least some of the candidate images (two or more images) that can be selected in the first selection effect, the probability that the subsequently selected image 14 will be of the same type is set to vary depending on which one is selected as the first selected image 13. For example, when "Attack P" is selected as the first selected image 13, the probability that the subsequently selected image 14 will be of the same type is set to be higher than when "Attack Q" is selected as the first selected image 13 (from the other perspective, when "Attack P" is selected as the first selected image 13, the probability that the subsequently selected image 14 will be of a different type is higher than when "Attack Q" is selected as the first selected image 13) (see FIG. 70). This results in an effect that allows the player to enjoy predicting whether the subsequently selected image 14 will be of the same type depending on the type of first selected image 13.

[0238] <Specific selection effect> In this embodiment, a specific selection effect (see Figures 72 to 74) may occur as an effect constituting a variable effect. The specific selection effect occurs in the normal gaming state. However, this does not mean that it may occur in the specific gaming state. The specific selection effect involves two selections: a first selection (first selection effect) and a second selection (second selection effect). Hereinafter, the effect components for the first selection in the specific selection effect may be referred to as the first selection part, and the effect components for the second selection may be referred to as the second selection part. In both the first selection part and the second selection part, one of a plurality of candidate images (images representing options) is automatically selected (the player cannot arbitrarily select a candidate image of his / her choice). Hereinafter, the candidate image shown in the first selection part may be referred to as the first candidate image, and the candidate image shown in the second selection part may be referred to as the second candidate image.

[0239] The first selection part in the specific selection presentation of this embodiment is to select a character. The first candidate image (see FIG. 71) includes a portion representing a character as an option. In this embodiment, three types of first candidate images are shown: an image including character F (hereinafter also referred to as a "character F image"), an image including character G (hereinafter also referred to as a "character G image"), and an image including character H (hereinafter also referred to as a "character H image") (in the drawings, each character is labeled with the letters "F," "G," and "H").

[0240] The second selection part of the specific selection presentation in this embodiment involves selecting a weapon. The second candidate image (see FIG. 71) includes a portion representing a weapon as an option. In this embodiment, three types of second candidate images are displayed: an image including "sword" (hereinafter also referred to as a "sword image"), an image including "whip" (hereinafter also referred to as a "whip image"), and an image including "spear" (hereinafter also referred to as a "whip image"). In this embodiment, each second candidate image includes characters representing the name of the weapon (such as "sword," "whip," or "spear"). However, the image does not need to include such characters. If the weapon represented by each image can be easily recognized from the illustration of each image, such characters may be omitted.

[0241] Each of the first candidate images corresponds to one of the second candidate images (see Figure 71 (corresponding images are connected by dotted lines)). In this embodiment, the "character F image" corresponds to the "sword image", the "character G image" corresponds to the "whip image", and the "character H image" corresponds to the "spear image". Images other than the corresponding images do not correspond. In this embodiment, the number of types of first candidate images is the same as the number of types of second candidate images, and the first candidate images correspond to the second candidate images in a 1:1 relationship (there is no second candidate image that corresponds to any of two or more first candidate images, and there is no first candidate image that corresponds to any of two or more second candidate images).

[0242] Each of the first candidate images includes a text element that suggests a correspondence. Character F image includes the text element "sword (specialty)," Character G image includes the text element "whip (specialty)," and Character H image includes the text element "spear (specialty)" (see FIG. 71). These text elements directly represent the image components (image components for distinguishing the type of each second candidate image (weapon in this embodiment)) included in the corresponding second candidate image, so it is easy to understand that there is a correspondence between "Character F image (including the text element "sword")" and "sword image," "Character G image (including the text element "whip")" and "whip image," and "Character H image (including the text element "spear")" and "spear image."

[0243] The specific selection effect is such that in the first selection part, one of a plurality of first candidate images is selected as the first selection image 15, and in the second selection part, one of a plurality of second candidate images is selected as the second selection image 16. The specific selection effect is set so that the reliability of the target hit / miss lottery result (the hit / miss lottery result corresponding to the variable effect including the specific selection effect) is higher when the corresponding result is that the first selection image 15 and the second selection image 16 are in a corresponding relationship than when the non-corresponding result is that the first selection image 15 and the second selection image 16 are not in a corresponding relationship (non-corresponding relationship) (see FIG. 76(a)).

[0244] The execution modes (execution patterns) of specific selection effects are broadly divided into execution mode A (see FIG. 73) and execution mode B (see FIG. 74). Execution mode A is the normal mode (default mode), and execution mode B is a special mode. In other words, when a specific selection effect is executed, the probability of it becoming execution mode A is higher than the probability of it becoming execution mode B. In this embodiment, 90% of specific selection effects are set to become execution mode A.

[0245] The specific selection effect proceeds as shown in FIG. 72 until it branches into either execution mode A or execution mode B (until it is determined which one has been executed). After the specific selection effect begins (see FIG. 72(a)), multiple first candidate images and multiple second candidate images are displayed (see FIG. 72(b)). That is, options are presented to the player (option presentation state). In this embodiment, the first candidate images and second candidate images are displayed distinctly (the first candidate images are displayed in a first area, and the second candidate images are displayed in a second area (an area different from the first area)). This allows the player to understand that the first candidate images and second candidate images are distinct. Furthermore, each first candidate image includes text elements suggesting the corresponding second candidate image, allowing the player to understand that each first candidate image corresponds to one of the second candidate images. After that, one of the multiple first candidate images is highlighted more prominently than the other first candidate images, and the type of highlighted first candidate image changes over time (the highlighting changes over time) (pre-selection state) (see FIG. 72(c)). In this embodiment, the highlighted state is when a frame image surrounds one of the first candidate images (this is the pre-selection state in which the frame image moves quickly between the first candidate images). Various methods for creating the highlighted state are conceivable. For example, the highlighted image may be made larger than the other images, the highlighted image may be displayed in color and the other images in monochrome, or the highlighted image may be displayed while the other images are hidden. The same applies to the multiple second candidate images (one of the second candidate images is highlighted to stand out more than the other second candidate images, and the type of the highlighted second candidate image changes over time) (see FIG. 72(c)). In this way, in the pre-selection state, the highlighted image changes over time, which gives the player the appearance of a "roulette wheel" (two roulette wheels appear to be moving).

[0246] When the specific selection effect becomes execution mode A, first, it is indicated that one of the multiple first candidate images has been selected as the first selection image 15. That is, first, the first selection part is executed. When one of the multiple first candidate images is in an emphasized mode, the change in the emphasis mode over time (the displacement of the frame image) ends (see FIG. 73(a)), indicating that the image in the emphasized mode has been selected as the first selection image 15. Furthermore, in this embodiment, the first candidate image that was not selected as the first selection image 15 is erased (see FIG. 73(b)). Thereafter, it is indicated that one of the multiple second candidate images has been selected as the second selection image 16. That is, after the first selection part, the second selection part is executed. When one of the multiple second candidate images is in an emphasized mode, the change in the emphasis mode over time (the displacement of the frame image) ends (see FIGS. 73(c-1)(c-2)), indicating that the image in the emphasized mode has been selected as the second selection image 16. In addition, in this embodiment, the second candidate image that was not selected as the second selection image 16 is deleted (see Fig. 73(d-1)(d-2)). When the second selection part ends, the first selection image 15 and the second selection image 16 become clear. In other words, it becomes clear whether the specific selection effect resulted in a corresponding result (see Fig. 73(d-1)) or a non-corresponding result (see Fig. 73(d-2)).

[0247] When the specific selection effect is execution mode B, the display of which of the multiple first candidate images has been selected as the first selection image 15 and the display of which of the multiple second candidate images has been selected as the second selection image 16 occur simultaneously. That is, the first selection part and the second selection part occur simultaneously. In this embodiment, the change over time in the emphasis mode (displacement of the frame image) that has occurred for the multiple first candidate images and the change over time in the emphasis mode (displacement of the frame image) that has occurred for the multiple second candidate images end simultaneously (see FIGS. 74(a-1)(a-2)). As a result, the first selection image 15 and the second selection image 16 are displayed simultaneously (see FIGS. 74(b-1)(b-2)). This makes it clear whether the specific selection effect has resulted in a corresponding result (see FIG. 74(b-1)) or a non-corresponding result (see FIG. 74(b-2)).

[0248] If the result is a match, an emphasis effect is generated in which an emphasis image 17 is displayed to emphasize that a match has been made. In this embodiment, the "favorite weapon" of the character selected as the first selection image 15 is selected as the second selection image 16, and therefore an emphasis effect including the words "favorite weapon" is generated (see Fig. 73(d-1) and Fig. 74(b-1)). If the result is a non-match, an emphasis effect is not generated (see Fig. 73(d-2) and Fig. 74(b-2)).

[0249] After the specific selection effect, an effect (post-effect) is executed according to the result of the specific selection effect. The post-effect may be any effect that reflects the result of the specific selection effect. As an example, in this embodiment, a post-effect like that shown in FIG. 75 is executed. The post-effect is an effect in which the character selected as the first selection image 15 fights an enemy character with the weapon selected as the second selection image 16 (see FIG. 75(a)). The post-effect can lead to a victory ending in which the selected character defeats the enemy character (including a reversal pattern in which the character appears to have been defeated but the defeat is overturned) (see FIG. 75(b-1)) or a defeat ending in which the selected character loses (see FIG. 75(b-2)). Because a victory ending is more likely to result in a jackpot than a defeat ending, a victory ending is considered to be an outcome favorable to the player, and a defeat ending is considered to be an outcome unfavorable to the player. In this embodiment, if a victory ending is achieved, the game then transitions to a development effect, and the result of the target win / loss lottery (jackpot / loss) is announced after the development effect. On the other hand, if the result is a losing outcome, the target winning / losing lottery result is a losing outcome. In other words, if the post-event performance results in a winning outcome, there is still a possibility that the target winning / losing lottery result is a jackpot, and if the result is a losing outcome, the target winning / losing lottery result is confirmed to be a losing outcome. However, it may also be set so that the target winning / losing lottery result has a possibility of being a jackpot even if the result is a losing outcome (the reliability is lower when the result is a losing outcome than when the result is a winning outcome, but the reliability when the result is a losing outcome is ≠ 0%). Unlike this embodiment, the post-event performance may be configured as a reach performance (super reach performance) that notifies the target winning / losing lottery result depending on the outcome. In other words, if the result of the target winning / losing lottery is a jackpot, the result will be a winning outcome, and if it is a losing outcome, the post-event performance may be a losing outcome.

[0250] When the specific selection effect results in a corresponding result, the probability that the post-event effect will lead to a winning outcome is higher than when the specific selection effect results in a non-corresponding result. In this embodiment, three patterns of corresponding results occur (a corresponding result of "character F image" and "sword image," a corresponding result of "character G image" and "whip image," and a corresponding result of "character H image" and "spear image"). All of these patterns have a higher probability of leading to a winning outcome than any of the non-corresponding result patterns. That is, as shown in FIG. 76(a), the specific selection effect has a higher reliability regardless of the corresponding result than any of the non-corresponding results. In this embodiment, even when a corresponding result occurs, the reliability differs depending on which of the three patterns it is, so the effect will likely attract the player's attention to the content (the combination of the first selection image 15 and the second selection image 16).

[0251] As described above, the specific selection effect in this embodiment is an effect in which whether the first selection image 15 and the second selection image 16 correspond to each other is important (of interest to the player). Execution mode A displays the first selection image 15 followed by the second selection image 16, resulting in an effect in which the player watches the second selection part while watching the first selection image 15 and hoping that the corresponding second selection image 16 will be selected. On the other hand, execution mode B displays the first selection image 15 and the second selection image 16 together, resulting in an effect in which the player immediately knows whether or not a corresponding result will occur. In other words, the process leading up to the determination of whether or not a corresponding result will occur differs depending on the execution mode, and different impressions can be given to the player depending on the execution mode. In particular, since execution mode A is the default in this embodiment, it is assumed that the player will often encounter execution mode A and that the first selection image 15 will be displayed first. Under this assumption, when execution mode B is selected, the first selection image 15 and the second selection image 16 are displayed together, providing a surprise to the player.

[0252] Furthermore, in this embodiment, the specific selection presentation is set so that the probability of a corresponding result (a result advantageous to the player) is higher when the specific selection presentation is set to execution mode B than when the specific selection presentation is set to execution mode A (see FIG. 76(b)). In execution mode B, the first selection image 15 and the second selection image 16 are suddenly displayed (as in execution mode A, there is no period after the first selection image 15 is displayed and before the second selection image 16 is displayed during which the player hopes that a corresponding image will be selected as the second selection image 16). In other words, in cases where a non-corresponding result is obtained in execution mode B, it is simply indicated that the result is disadvantageous to the player, and if such cases become too frequent, the player may lose interest. Therefore, execution mode B is set so that a corresponding result (a result advantageous to the player) is more likely to be obtained.

[0253] The following describes specific examples in which the above-described specific selection effects have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be adopted in which multiple techniques described using the following specific examples are combined and applied.

[0254] 〇Specific example 7-1 In the above embodiment, it was explained that the first candidate image includes a text element suggesting a corresponding second candidate image. However, it is assumed that the second candidate image also includes a text element suggesting a corresponding first candidate image. If the first candidate image includes a character as in the above embodiment, the second candidate image has a text element including the name of the corresponding character (see FIG. 77). This makes it easy to understand which first candidate image corresponds to the second candidate image, making the presentation easier to understand. In particular, in the case of execution mode A, after the first selection image 15 is displayed (first selection part), it is easy to understand which second candidate image should be selected as the second selection image 16 to achieve the corresponding result, making the presentation easier to understand.

[0255] 〇Specific example 7-2 The setting is such that there is a first candidate image (hereinafter referred to as a special first candidate image) for which there is no corresponding second candidate image (see Figure 78(a). In this figure, the first candidate image including "Character I" is the special first candidate image). In other words, the setting is such that there is a second candidate image for which there is a corresponding part, but there is no second candidate image for which there is a corresponding part. Since there is no corresponding second candidate image for the special first candidate image, it does not include elements that suggest any of the second candidate images. Although not shown, the special first candidate image may include elements that suggest there is no corresponding second candidate image. For example, it is conceivable that the special first candidate image includes an element such as "no preferred weapon."

[0256] In such a configuration, when the special first candidate image is selected as the first selection image 15 in the first selection part, the possibility of a corresponding result is eliminated. In particular, when execution mode A is set, the possibility of a corresponding result remains if the special first candidate image is not selected as the first selection image 15, but when the special first candidate image is selected as the first selection image 15, the possibility of a corresponding result is eliminated (a presentation in which the first barrier to a corresponding result is the special first candidate image not being selected as the first selection image 15 in the first selection part, and after this barrier is overcome, the second barrier to a corresponding result is the selection of the second candidate image that corresponds to the first selection image 15 as the second selection image 16 in the second selection part).

[0257] Specific example 7-3 The setting is such that there is a second candidate image (hereinafter referred to as a special second candidate image) for which there is no corresponding first candidate image (see Figure 78(b). In this figure, the second candidate image including a "bar" is the special second candidate image). In other words, the setting is such that there is a first candidate image for which there is a corresponding part, but there is no first candidate image for which there is a corresponding part of the second candidate image. Since there is no first candidate image for which there is a corresponding part, the special second candidate image does not include elements that suggest any of the first candidate images. Although not shown, the special second candidate image may include elements that suggest there is no corresponding first candidate image. For example, it is conceivable that the special second candidate image includes an element such as "no corresponding character."

[0258] In this configuration, when a special second candidate image is selected as the second selection image 16 in the second selection part, there is no possibility of a corresponding result. In other words, no matter which first candidate image is selected as the first selection image 15 in the first selection part, if a special second candidate image is selected as the second selection image 16 in the second selection part, a non-corresponding result will be obtained.

[0259] 〇Specific example 7-4 The setting is such that there is a first candidate image (hereinafter referred to as a specific first candidate image) with multiple corresponding second candidate images (see Figure 79(a). In this figure, the first candidate image including "character H" is the specific first candidate image). In other words, the setting is such that some of the first candidate images have only one corresponding second candidate image, but other parts of the first candidate images (specific first candidate images) have multiple corresponding second candidate images. Since the specific first candidate image has multiple corresponding second candidate images, it may include multiple text elements suggesting the second candidate image (the first candidate image of character H in Figure 79(a) includes a text element suggesting the second candidate image of "spear" and a text element suggesting the second candidate image of "stick").

[0260] In such a configuration, when a specific first candidate image is selected as the first selection image 15 in the first selection part, it is preferable that the probability of a corresponding result be higher than when a first candidate image other than the specific first candidate image is selected as the first selection image 15. As a result, the result of the first selection part is more favorable when the specific first candidate image is selected as the first selection image 15 than when a first candidate image other than the specific first candidate image is selected as the first selection image 15. In particular, in the case of execution mode A, when a specific first candidate image is selected as the first selection image 15 in the first selection part, it is expected that a corresponding image will be selected as the second selection image 16 in the second selection part that is executed thereafter (compared to when a first candidate image other than the specific first candidate image is selected as the first selection image 15) (selection of the specific first candidate image functions as a so-called chance increase).

[0261] Specific example 7-5 The setting is such that there is a second candidate image (hereinafter referred to as a specific second candidate image) that has multiple corresponding first candidate images (see Figure 79(b). In this figure, the second candidate image that includes "spear" is the specific second candidate image). In other words, the setting is such that some of the second candidate images have only one corresponding first candidate image, but other parts of the second candidate images (specific second candidate images) have multiple corresponding first candidate images. Although not shown, the specific second candidate image may include an element that indicates that there are multiple corresponding first candidate images. For example, it is conceivable that the specific second candidate image includes an element that indicates "character H" and an element that indicates "character I."

[0262] In such a configuration, when the specified first candidate image is selected as the first selected image 15 in the second selection part, it is preferable that the probability of a corresponding result is higher than when a first candidate image other than the specified first candidate image is selected as the first selected image 15. As a result, in the second selection part, selection of the specified second candidate image as the second selected image 16 is more advantageous than selection of a second candidate image other than the specified second candidate image as the second selected image 16.

[0263] Specific example 7-6 The system is set up so that there is a first candidate image (hereinafter referred to as a special first candidate image) with which all second candidate images correspond (see FIG. 80(a). In this figure, the first candidate image including "character I" is the special first candidate image). In other words, the system is set up so that some of the first candidate images correspond to some of the second candidate images, but other parts of the first candidate images (special first candidate images) correspond to all of the second candidate images. The special first candidate image can also be considered an "all-purpose" image. Since the special first candidate image corresponds to all of the second candidate images, it may include a character element indicating this (the first candidate image for character I in FIG. 80(a) has a character element including "all," suggesting that it corresponds to all of the second candidate images. Alternatively, it may include a character element indicating each of the second candidate images).

[0264] With this configuration, when the special first candidate image is selected as the first selection image 15 in the first selection part, a corresponding result is always reached. Since the corresponding result is always reached when the special first candidate image is selected as the first selection image 15, it can be said that the result of the first selection part is more advantageous to the player when the special first candidate image is selected as the first selection image 15 than when a first candidate image other than the special first candidate image is selected as the first selection image 15. In particular, in the case of execution mode A, when the special first candidate image is selected as the first selection image 15 in the first selection part, the corresponding result is determined without even having to see the selection in the second selection part (second selection image 16).

[0265] 〇Specific example 7-7 The setting is such that there is a second candidate image (hereinafter referred to as a special second candidate image) that corresponds to all of the first candidate images (see Figure 80(b). In this figure, the second candidate image that includes a "bar" is the special second candidate image). In other words, some of the second candidate images are the first candidate images that correspond to them, but other parts of the second candidate images (special second candidate images) are set to correspond to all of the first candidate images. The special second candidate image can also be considered an "all-purpose" image. Although not shown, since the special second candidate image corresponds to all of the second candidate images, it may include an element that indicates this (for example, it may include the word "all," suggesting that it corresponds to all of the first candidate images. Alternatively, it may include an element that indicates each of the first candidate images).

[0266] With this configuration, when the special second candidate image is selected as the second selection image 16 in the second selection part, a corresponding result is always reached. Since the selection of the special second candidate image as the second selection image 16 always leads to a corresponding result, it can be said that the selection of the special second candidate image as the second selection image 16 as a result of the second selection part is more advantageous to the player than the selection of a second candidate image other than the special second candidate image as the second selection image 16. In particular, in the case of execution mode A, no matter which first candidate image is selected as the first selection image 15 in the first selection part, as long as the special second candidate image is selected as the second selection image 16 in the second selection part, a corresponding result is always reached (a presentation in which the special second candidate image should be selected in the second selection part regardless of the result of the first selection part).

[0267] 〇Specific example 7-8 The setting is made so that the probability of a corresponding result being achieved when the specific selection presentation is in execution mode A is higher than when it is in execution mode B. Execution mode A shows the first selection image 15 and then the second selection image 16, so it can be said to be a mode that allows the player to enjoy the time (process) leading up to the result. If this is important, the setting is made so that execution mode A has a higher probability (higher reliability) of leading to a corresponding result advantageous to the player.

[0268] In this example, it is preferable to set execution mode B as the basic (default) setting (when a specific selection effect is executed, the probability of execution mode B occurring is higher than the probability of execution mode A occurring). Generally, various effects are set to occur more easily in modes with relatively low reliability, so as long as execution mode A is set to have a relatively high reliability (so-called increased chance), it is better to make execution mode B occur more easily than execution mode A.

[0269] 〇Specific example 7-9 The first candidate image is configured to have no elements that suggest the corresponding second candidate image. If the second candidate image represents a weapon as in the above embodiment, the first candidate image does not have any elements that suggest that weapon. By doing this, the correspondence between the first candidate image and the second candidate image is not shown in the specific selection presentation, so the player can enjoy predicting the correspondence between the first candidate image and the second candidate image (or enjoy obtaining information about the correspondence from magazines, the Internet, etc.).

[0270] Specific examples 7-10 The first candidate image includes elements other than text elements that suggest the corresponding second candidate image. For example, the corresponding first candidate image and second candidate image have the same color for the predetermined part (the first candidate image and second candidate image that do not correspond to each other have different colors for the predetermined part) (see Figure 81, which shows an example in which the background colors of the elements (characters) that indicate the type of first candidate image and the elements (weapons) that indicate the type of second candidate image that correspond to each other are the same).

[0271] It may be possible to include both non-textual correspondence suggestion elements as in this example and textual correspondence suggestion elements as in the above embodiment, making it easy to determine whether a first candidate image and a second candidate image correspond to each other.

[0272] 〇Specific example 7-11 Each time a specific selection effect occurs, at least one of the combination pattern of the first candidate images and the combination pattern of the second candidate images may be different. In this example, the probability of a corresponding result may be set to differ depending on the combination pattern of the first candidate image and the second candidate image.

[0273] There are various conceivable methods for suggesting the probability of a corresponding result according to a combination pattern. For example, as shown in Figure 82, if a specific selection effect A in which the number of corresponding first and second candidate images is "three" and a specific selection effect B in which the number of corresponding first and second candidate images is "four" are possible, the number of corresponding first and second candidate images is greater in the specific selection effect B than in the specific selection effect A, so it is conceivable to set the probability of a corresponding result to be higher in the specific selection effect B than in the specific selection effect A. Also, although not shown, it is conceivable to set the probability of a corresponding result to be higher when a specific image is included in the first or second candidate image than when it is not included (the presentation of a specific image as an option functions to increase the chances).

[0274] Specific example 7-12 If execution mode B is selected, a corresponding result is confirmed. In execution mode A, after the first selection image 15 is displayed, there is a period of time during which the player expects that a corresponding image will be selected as the second selection image 16 (a period of "waiting" for the selection of the second selection image 16). (In execution mode A, the player pays attention to whether a corresponding image to the first selection image 15 will be selected as the second selection image 16 because there is a possibility that the non-corresponding second selection image 16 will be selected.) On the other hand, in execution mode B, the first selection image 15 and the second selection image 16 are displayed together, so no such period exists. Therefore, in execution mode B, it is possible to eliminate the possibility of a non-corresponding result, which would be disappointing for the player, and to ensure a corresponding result. In this example, for a player who expects the second selection image 16 to be displayed after the first selection image 15 (assuming execution mode A is selected), when execution mode B is selected, the corresponding first selection image 15 and second selection image 16 are suddenly displayed together, bringing both surprise and delight at the same time.

[0275] Specific example 7-13 Unlike the above embodiment, when a specific selection effect results in a correspondence, the reliability is set to be the same even if the combination of the first selection image 15 and the second selection image 16 is different. For example, as shown in FIG. 83, the reliability is set to be the same when the correspondence result is "character F image" and "sword image" (see FIG. 83(a)) and when the correspondence result is "character G image" and "whip image" (see FIG. 83(b)). By doing so, it is possible to create an easy-to-understand specific selection effect in which whether or not a correspondence result is obtained is important.

[0276] Specific example 7-14 The probability of a corresponding result varies depending on the state in which the specific selection effect is executed. For example, the specific selection effect can occur in both a state (state X1) in which "stage X1" (mode X1) is set, in which background X1 (unique image X1) with a character X motif is displayed, and a state (state X2) in which "stage X2" (mode X2) is set, in which background X2 (unique image X2) with a character X2 motif is displayed (unique image X1 is an image exclusive to stage X1 (state X1) that is never displayed in stage X2 (state X2), and unique image X2 is an image exclusive to stage X2 (state X2) that is never displayed in stage X1 (state X1). Furthermore, the probability of a corresponding result is set higher when the specific selection effect is executed with "stage X2" (state X2) set than when the specific selection effect is executed with "stage X1" (state X1) set. In this way, when the specific selection effect occurs, the state at that time also becomes a noteworthy effect.

[0277] Specific example 7-15 The relationship between corresponding and non-corresponding results varies depending on the state in which the specific selection effect is executed. For example, the specific selection effect can occur in both a state (state X1) in which "stage X1" (mode X1) is set, in which background X1 (unique image X1) with a character X motif is displayed, and a state (state X2) in which "stage X2" (mode X2) is set, in which background X2 (unique image X2) with a character X2 motif is displayed (unique image X1 is an image exclusive to stage X1 (state X1) that is never displayed in stage X2 (state X2), and unique image X2 is an image exclusive to stage X2 (state X2) that is never displayed in stage X1 (state X1)). When the specific selection effect is executed in the state in which "stage X1" (state X1) is set, the corresponding result is assumed to be a result more advantageous (more reliable) to the player than the non-corresponding result. On the other hand, when the specific selection effect is executed in the state in which "stage X2" (state X2) is set, the non-corresponding result is assumed to be a result more advantageous (more reliable) to the player than the corresponding result. By doing so, the value of the corresponding result / non-corresponding result differs depending on the state in which the specific selection effect is executed, which creates an interesting effect.

[0278] <Specific composition production> In this embodiment, a specific configuration effect (see Figure 85 (a-1) (a-2)) may occur as an effect that constitutes a variable effect. Note that this specific configuration effect occurs in the normal game state. However, this does not deny that it may occur in the specific game state. In the following explanation of the specific configuration effect, a variable effect that includes a specific configuration effect may be referred to as a target variable effect (target variable), and the result of the winning / losing lottery announced in the target variable effect may be referred to as the target winning / losing lottery result.

[0279] In this embodiment, a pre-operation effect may occur before the specific configuration effect occurs. Hereinafter, the period during which the pre-operation effect is executed may be referred to as a first period, and the period following the first period during which the specific configuration effect is executed may be referred to as a second period.

[0280] The pre-operation effect (see FIG. 84) is an effect that prompts the player to operate the operating means. In this embodiment, the player is prompted to operate the push button 61 repeatedly (hit repeatedly) (see FIG. 84(a)). During the first period, an image representing the push button 61 is displayed to indicate the type of operating means that is in a situation where it should be operated. Also, during the first period, an image representing a continuous operation (the word "continuous hit") is displayed to inform the player that a continuous operation is required.

[0281] In the first period, the operation corresponding image 30 is displayed in the display area 911 (see FIG. 84(b)). The operation corresponding image 30 may change when an operation that satisfies a predetermined condition of the push button 61 (a specific operation; in this embodiment, a single operation of the push button 61) is performed. The first period is an operation valid period during which an operation of the push button 61 (specific operation) may be reflected as a change in the operation corresponding image 30 (a second period, the details of which will be described later, is not an operation valid period). The length of the first period is fixed (five seconds in this embodiment). Hereinafter, a change in the operation corresponding image 30 triggered by a specific operation may also be referred to as a specific change. Although not shown, a remaining time image (e.g., a meter) indicating the elapsed (remaining) time of the first period may be displayed.

[0282] The specific change in the operation-responsive image 30 may be any change that allows the player to understand that it is occurring in response to a specific operation. In this embodiment, as a pre-operation effect, an image is displayed showing the player's character D (indicated by the letter "D" in the drawings) gathering power, and a numerical value representing the power (power) accumulated by character D is displayed as the operation-responsive image 30 (see FIG. 84(b)). The operation-responsive image 30 does not change after reaching a predetermined limit state (described in detail below). On the other hand, if the limit state has not been reached (hereinafter, the state of the operation-responsive image 30 when the limit state has not been reached may be referred to as a "non-limit state"), the image changes each time a specific operation is performed. In this embodiment, when the non-limit state is reached, a specific operation triggers the numerical value of the operation-responsive image 30 to increase by a predetermined fixed value. This fixed value can be set as appropriate. In this embodiment, the "fixed value = 1" is used. Therefore, the value of the operation corresponding image 30 in the non-limit state is the number of specific operations (the number of operations of the push button 61 in this embodiment) performed since the start of the first period (valid operation period).

[0283] In this embodiment, the number of specific operations required for the operation-corresponding image 30 to reach the limit state (hereinafter referred to as the limit number of operations) is not fixed. Candidate values ​​that can be set as the limit number of operations are provided in advance, and one of these candidate values ​​is set as the limit number of operations at least at the start of the first period. In this embodiment, ten candidate values ​​are provided: 10, 12, 15, 20, 23, 28, 30, 35, 38, and 40, and one of these is actually set as the limit number of operations (see the box at the bottom of Figure 84(b)). The value set as the limit number of operations is determined by a lottery to determine the limit number of operations based on the result of a target win / loss lottery (the player cannot know the result of the lottery to determine the limit number of operations in advance). If the result of the target win / loss lottery is a jackpot, the limit number of operations is likely to be low (the lower the number of operations, the more likely it is to be selected). If the result of the target win / loss lottery is a loss, the limit number of operations is likely to be high (the higher the number of operations, the more likely it is to be selected). Therefore, it can be said that the expected value of the set limit number of operations changes depending on the result of the target win / loss lottery. In this embodiment, any of the ten candidate values ​​can be selected regardless of whether the result of the target win / loss lottery is a jackpot or a loss. Therefore, the fact that a certain value is set as the limit number of operations does not determine that the result of the target win / loss lottery is a jackpot or a loss (no matter what value is set as the limit number of operations, the result of the target win / loss lottery may be a jackpot or a loss).

[0284] When the first period has not yet ended and the operation response image 30 is in the non-limit state, the value of the operation response image 30 changes with each specific operation (a specific change occurs). On the other hand, when the predetermined limit number of operations is reached, the operation response image 30 enters the limit state. After the limit state is reached, the operation response image 30 will not change further throughout the first period, even if the first period has not yet ended and a specific operation is performed during the first period. The limit state may be any state, but it is preferably a state that suggests that no further changes will occur. In this embodiment, the operation response image 30 (limit state) includes the word "MAX." Furthermore, the word "limit reached" is also displayed to indicate that the limit has been reached (see FIG. 84(c-1)).

[0285] As will be described later, in this embodiment, when the number of specific operations reaches the limit number of operations in the first period (when the operation corresponding image 30 is in the limit mode), the specific configuration presentation is a mode in which character D unleashes a special move. Therefore, when the operation corresponding image 30 is in the non-limit mode in the first period, the message "Special move when limit reached" is displayed. In other words, a display (target display) is displayed to the player indicating that the goal is to reach a state in which a special move is unleashes.

[0286] In the second period following the first period, a specific configuration effect (see Figure 85 (a-1) (a-2)) is executed. The specific configuration effect is controlled in accordance with the results of the pre-operation effect in the first period. In this embodiment, the specific configuration effect is an effect in which character D (the player's character) attacks an enemy character (marked with the word "enemy" in the drawings).

[0287] If the operation-responsive image 30 has reached its limit mode at the end of the first period (see FIG. 84(c-1)), the specific configuration effect will be in a certain fixed mode (hereinafter referred to as "mode S") (see FIG. 85(a-1)). In other words, if the operation-responsive image 30 has reached its limit mode, the mode of the specific configuration effect will be constant (mode S) regardless of the number of specific operations performed during the first period (note that the images that make up the specific configuration effect are part of the images displayed in the display area 911, and images that have been displayed since before the transition to the second period (first period), such as the decorative pattern 80, the changing display 71, and the pre-changing display 72 (hold display), do not constitute the specific configuration effect). In this embodiment, if the operation-responsive image 30 has reached its limit mode, regardless of the number of specific operations performed during the first period, an image of character D unleashing a "killing move" on an enemy character will be displayed (an image of a certain fixed mode will be displayed), as the specific configuration effect.

[0288] On the other hand, if the operation-responsive image 30 has not reached its limit state at the end of the first period (see FIG. 84(c-2)), the state of the specific configuration effect will correspond to the number of specific operations performed during the first period (see FIG. 85(a-2)). In other words, if the operation-responsive image 30 has not reached its limit state at the end of the first period, the state of the specific configuration effect will be the same if the number of specific operations performed during the first period is the same, but will be different if the number of specific operations performed during the first period is different. In this embodiment, when character D launches a predetermined attack (an attack (normal attack) different from the above-mentioned "special move") against an enemy character, a number (hereinafter sometimes referred to as "additional number 30n") is displayed along with the attack. Since the additional number 30n corresponds to the number of specific operations performed during the first period, the state of the specific configuration effect will differ depending on the number of specific operations performed during the first period. Note that, since the additional number 30n is displayed together with the attack against the enemy character, it appears to the player to represent the magnitude of the attack. However, since the number of specific operations performed in the first period depends on the player's actions, the additional number 30n does not indicate reliability.

[0289] After the specific configuration effect, an effect is executed in which character D defeats the enemy character (an advantageous effect advantageous to the player) (see Figure 85(b-1)), or an effect in which the enemy character cannot be defeated (an advantageous effect disadvantageous to the player) (see Figure 85(b-2)). Note that the advantageous effect may also include a pattern in which an adverse effect appears to have occurred once and then is reversed (a so-called reversal pattern). When an advantageous effect is executed, a specific super reach effect occurs thereafter, and the result of the target hit / miss lottery is announced by this super reach effect. On the other hand, when an adverse effect is executed, it is immediately announced that the result of the target hit / miss lottery is a miss. In other words, when an advantageous effect is executed, there remains a possibility that the result of the target hit / miss lottery will be a jackpot, and when an adverse effect is executed, the result of the target hit / miss lottery is set to be a miss. Therefore, it can be said that advantageous effects are more advantageous to the player than adverse effects. It is possible to leave the possibility that the result of the target lottery will be a jackpot even when an unfavorable effect is executed, but the setting is such that the probability of a jackpot being achieved is higher (higher reliability) when an advantageous effect is executed than when an unfavorable effect is executed.

[0290] In this embodiment, whether the operation-responsive image 30 reaches the limit mode depends on the activeness of the player's operation of the push button 61 during the first period. Therefore, regardless of whether the specific configuration effect becomes mode S, the specific configuration effect may become either an advantageous effect or an unfavorable effect. However, as described above, if the target win / loss lottery result is a jackpot, the number of limit operations is fewer than if the target win / loss lottery result is a loss, so it can be said that the specific configuration effect is more likely to become mode S. Therefore, if the player actively operates the push button 61 during the first period, it can be said that whether the operation-responsive image 30 reaches the limit mode and the specific configuration effect becomes mode S indicates the reliability (if the player actively operates the push button 61 during the first period, whether the limit mode is reached indicates the reliability).

[0291] In this way, the specific configuration presentation in this embodiment is novel and interesting in that if the operation corresponding image 30 reaches the limit mode in the first period (if the number of specific operations in the first period reaches the limit number of operations) (see Figure 84(c-1)), it will become a predetermined special mode (mode S) (see Figure 85(a-1)), but if the operation corresponding image 30 does not reach the limit mode in the first period (if the number of specific operations in the first period does not reach the limit number of operations) (see Figure 84(c-2)), it will become a mode that depends on the number of specific operations (see Figure 85(a-2)). In other words, from the player's perspective, when the player operates the push button 61 with the goal of producing a special type of specific configuration presentation (in this embodiment, a presentation in which a "special move" is performed), even if the number of times the button is pressed does not reach the target (limit number of operations) (see Figure 84(c-2)), a specific configuration presentation of a type corresponding to the number of operations (in this embodiment, a specific configuration presentation in which the additional number 30n is displayed) is executed (see Figure 85(a-2)), so it is unlikely that the player will get the impression that the operations in the first period have been wasted.

[0292] As mentioned above, in this embodiment, the limit number of operations becomes smaller the more the target win / loss lottery result is a jackpot, so if the player actively performs specific operations in the first period, the more likely it is that a special mode (mode S) of specific configuration presentation (a presentation in which a "special move" is unleashed) will be executed when the target win / loss lottery result is a jackpot. In other words, whether or not a special mode of specific configuration presentation will occur (if the player actively performs specific operations in the first period) is an element that suggests reliability, but it can also be said to be innovative in that the difference in the mode of the specific configuration presentation when the number of specific operations does not reach the limit number of operations (the difference depending on the number of specific operations) does not suggest reliability.

[0293] Below, we will explain specific examples in which the above-mentioned specific configuration renderings have been improved, embodied, modified, etc. Note that, to the extent possible, a configuration may be created in which multiple techniques described using the following specific examples are combined and applied.

[0294] Specific example 8-1 The setting may be such that it is not necessarily the case that a specific configuration effect will occur in the second period following the first period (pre-operation effect). In other words, even if a specific operation is performed in the first period, there is a possibility that a specific configuration effect will not occur in the subsequent second specific period. Whether or not a specific configuration effect will occur may be an indication of the reliability of the target win / loss lottery result. For example, the setting may be such that the reliability of the target win / loss lottery result is higher when a specific configuration effect occurs than when it does not occur. The setting may be such that if a specific configuration effect does not occur, the target win / loss lottery result is confirmed to be a loss.

[0295] Since the number of specific operations in the first period depends on the player's enthusiasm (it is unknown how many specific operations will be performed), whether or not a specific configuration effect occurs is considered to be unrelated to the status of specific operations in the first period. In other words, whether or not a specific configuration effect occurs is considered to be internally predetermined. If a specific configuration effect does not occur, it is preferable to have an effect indicating that a specific configuration effect will not occur at the end of the first period.

[0296] 〇Specific example 8-2 The configuration is such that "0" exists as one of the candidate values ​​that can be set as the limit number of operations. In other words, the configuration is such that there is a possibility of a first period (pre-operation presentation) in which the limit number of operations = 0. When the limit number of operations = 0, the operation corresponding image 30 will be in the limit mode from the start of the first period (see FIG. 86(a)). By doing so, even if no specific operation is performed in the first period, there is a possibility that the specific configuration presentation will be in mode S (a mode in which character D performs a special move in the above embodiment) in the second period (when the limit number of operations = 0, the specific configuration presentation will be in mode S regardless of the number of specific operations in the first period) (see FIG. 86(b)).

[0297] If the limit number of operations is set to never reach 0, as in the above embodiment, and no specific operation is performed in the first period, the operation corresponding image 30 will not become the limit mode, and there is no possibility that the specific configuration effect will become mode S. Therefore, the specific configuration effect of mode S will be a mode that more strongly impresses on the player that it can occur as a result of a specific operation in the first period.

[0298] Specific example 8-3 During the first period, the player is not informed that he or she should repeatedly press (continuously operate) the push button 61 (target operating means) (that a valid operation period has been set). In other words, the pre-operation effect is a so-called hidden operation effect (back button effect). For example, during the first period, a situation is shown in which the player's character D and an enemy character are facing each other, and an image encouraging rapid pressing (the words "rapid pressing") is not displayed (see Figures 87(a) and (b)).

[0299] If the push button 61 is operated (specific operation) during this first period, the operation response image 30 is displayed. That is, the operation response image 30 is not displayed at least at the start of the first period (see FIG. 87(a)). If no specific operation is performed during the first period, the operation response image 30 remains u...

Claims

1. a display means having a display area; A winning / losing lottery means for performing a winning / losing lottery based on first winning / losing lottery information acquired when a gaming ball enters a first starting area and second winning / losing lottery information acquired when a gaming ball enters a second starting area different from the first starting area; A performance execution means for executing a variation performance from when the decorative pattern displayed in the display area starts to vary until it stops in a manner according to the winning / losing lottery result; A storage means for storing a predetermined number of the first winning / losing lottery information (hereinafter referred to as first pre-variation winning / losing lottery information) and the second winning / losing lottery information (hereinafter referred to as second pre-variation winning / losing lottery information) for which the variable performance has not yet started for the corresponding winning / losing lottery result; A hold control means for controlling a hold display displayed in the display area; a presentation mode setting means for setting one of a plurality of presentation modes; Equipped with A specific presentation mode is provided as one of the plurality of presentation modes, In the specific performance mode, decorative pattern A and decorative pattern B are displayed as the decorative patterns, and hold display A and hold display B are displayed as the hold displays, The decorative pattern A and the hold display A are displayed in a display area A which is a part of the display area, and the decorative pattern B and the hold display B are displayed in a display area B which is another part of the display area, In the specific performance mode, the number indicated by the hold display A and the number indicated by the hold display B are both normally the same as the number of target pre-variation win / loss lottery information, which is one of the first pre-variation win / loss lottery information and the second pre-variation win / loss lottery information stored in the storage means, In the specific presentation mode, the number indicated by the hold display A matches the number of the lottery information before the target change stored in the storage means, but the number indicated by the hold display B does not match the number of the lottery information before the target change stored in the storage means, which may occur as an event advantageous to the player. A gaming machine characterized by: However, in the specific special state, the pending display indicating the number of non-target pre-change win / loss lottery information, which is the other of the first pre-change win / loss lottery information and the second pre-change win / loss lottery information, is not displayed in the display area B.

2. 2. The gaming machine according to claim 1, wherein when the specific special state occurs, it is confirmed that a notification that the result of the lottery is a win will be made thereafter.

Citation Information

Patent Citations

  • Game machine

    JP2024090507A